version said:no , max 500mill polys and 500 mill vertices
So no because .... no?
version said:no , max 500mill polys and 500 mill vertices
MechanizedDeath said:Is it too late for me to add to this? Number of tris in a mesh is equal to the #verts - 2.
dukmahsik said:i would wager that both would push in real world around the same number of polys/sec. but what's more important is which can push better quality polys? image quality will be more important than the # of polys pushed as both can push more than enough polys.
I can unfortunately say that I've seen worse than 1:3 ratios (by that, I mean repeating the same tris multiple times and using duplicates of degenerate tris which are used to stitch together multiple parts so they go in the same buffer) when artists try to use degenerate tris to stitch together multiple mesh segments. If there's anything I've learned, it's to never doubt the power of artists and/or game testers to do things that you thought would never happen.only for a tri-strip or a tri-fan. for an arbitrary indexed mesh the tris:verts ratio could be anywhere from 1:1 to 1:3
1280 X 720 is not quite a million pixels per frame ...
thats either 30 million pixels/polys per second on 30 fps game
or 60 million pixels/polys per frame at 60 fps...
so with 440 millon plus polys/pixels to spare you should be able to get VERY high quality polys on screen with great effects...
london-boy said:Well, it's 921,600 pixels per frame. I'd call that a million.
Mmmm yes... which brings you back to 1Million pixel per frame when you divide the 30fps figure of 30MPixels by 30, or by 60 for the 60fps one....:|
What d'you mean 440M polys/pixels to spare?!
Anyway, next gen consoles seem to have more than enough grunt to be able to push more polygons than they can draw, everyone knows that, much like current gen consoles can calculate a lot more polygons than they can draw - being limited mainly by bandwidth and fillrate. So i'm not sure we can talk about having 440M polys "to spare" so freely.
blakjedi said:the rest of that theoretical power (500-60=440) could go towards everything else in the pipeline.
Titanio said:The rest of the triangle setup power? That's fixed function stuff AFAIK, it's not part of the programmable pipeline I don't think, so savings there would not affect the rest of the chip and what it's doing elsewhere.
Also don't think you'd only ever need no more than 1m polys per frame. Maybe when you map multiple polys to pixels, you'd start questioning how many you need.