Actually, in an ideal mesh topology, 1vertex = 2triangles.BenQ said:But you can NOT claim that "1 triangle can = 1 vertex, effectively."
Actually, in an ideal mesh topology, 1vertex = 2triangles.BenQ said:But you can NOT claim that "1 triangle can = 1 vertex, effectively."
ya, AFAIK, Sony never stated that particular spec.SanGreal said:AFAIK, that 1.1B number isn't from Sony, rather it is an extrapolation. The G70 is capable of setting up 2 triangles per clock or 860 million. Ramp the clockrate up to 550mhz and you get 1.1B
That is my understanding, atleast.
Wunderchu said:if one takes that pic. I posted as a 3D shape, then there are 4 triangles there
BenQ said:That is true, but is it fair to simply not account for the increased complexity of those vertices?
Something smells fishy to me.
For every other console in the past, they release how manys poly per second it can push in the spec sheet, this is the first time I have seen vertices/second rather than polys/second. Which leads me to wonder why.
The answer I come up with is that M$ released their numbers first and then Sony's PR team decided using vertices/second rather than polys ( and most people don't even know the difference ) looks much better on paper.
I want to see how many polys the PS3 an push OR how many vertices the Xbox 360 can push. Comparing polys to vertices seems designed purely to misslead.
Imagine you have a triangle mesh with 70000 triangles, which you render with 700 triangle strips.How many vertices do the strips have altogether? Suppose you optimize the number of triangle strips to 150, how many vertices do you then have? What does this mean for the rendering speed?
Solution: As already said, each triangle requires one vertex, and each triangle strip requires two additional initial vertices. So in the rst case, we have to stream 70:000+700 2 = 71,400 vertices, in the second case 70,000 + 150 2 = 70,300 vertices to the graphics card.
yes, truehasanahmad said:to draw a triangle you draw 1 triangle with 3 vertices, then a line (1) more vertex
if you take 2 squares and cut them into 4 triangles, will have 6 vertices, every square will have 4 vertices, every triangle will have 3,
BenQ said:That is true, but is it fair to simply not account for the increased complexity of those vertices?
Fafalada said:Actually, in an ideal mesh topology, 1vertex = 2triangles.
Yes. That's the way GPU's work. You provide a string of vertex data and it assembles them into triangles, using three vertices at a time, sharing previously used vertices if needs be. The number of edges attached to a vertex is irrelevant - setup is not influenced by vertex 'complexity', basically because there's no such thing as complexity. Every vertex is just a point in space.BenQ said:That is true, but is it fair to simply not account for the increased complexity of those vertices?
Shifty Geezer said:Yes. That's the way GPU's work. You provide a string of vertex data and it assembles them into triangles, using three vertices at a time, sharing previously used vertices if needs be. The number of edges attached to a vertex is irrelevant - setup is not influenced by vertex 'complexity', basically because there's no such thing as complexity. Every vertex is just a point in space.
Urian said:I don´t Know, but since Xbox can do 116.5 milion vertices with 2 Vertex Shaders running at 233Mhz I Believe that PS3 can do 2200 milion vertices per second.
hasanahmad said:the max i think xbox got was 50-60 million polygons in real game performance
The way it works is still exactly the same in terms of triangle setup. The difference is the portioning of ALUs to process the data. On Xenos same as every other GPU meshes will be constructed from vertex data, where in an optimized mesh you are at around 1 vertex for each triangle.hasanahmad said:yes but is this how a unified architecture GPU works? with proposed 90% efficiency? and completely different from any GPU made? comparitive to RSX which will work like the 7800 in terms of architecture
heheh .. I also think the real world number is lessBohdy said:Yeah right.
Shifty Geezer said:The way it works is still exactly the same in terms of triangle setup. The difference is the portioning of ALUs to process the data. On Xenos same as every other GPU meshes will be constructed from vertex data, where in an optimized mesh you are at around 1 vertex for each triangle.
You need to appreciate that US is not a marked difference in rendering technology to what's already out there. What Xenos adds is tile based rendering and flexible ALUs. The way it works, the way it textures and shades polys and renders pixels, is still the same as any other GPU.
hasanahmad said:i know the way the polys will be made is the same, im asking the way they are output, with more efficiency, Huddy and the Beyond3d article both say 90% in real performance
I guess the simplest example would be a sphere.Bohdy said:Can you demonstrate such a mesh, faf? I'm having some trouble picturing it.
SanGreal said:The shaders are more efficient in that the ALUs don't waste as much time idle.
It has nothing to do with the way they are output.
I'm really not sure what you're trying to sayhasanahmad said:the efficiency described in the article pointed to performance rather than time