slk_forever
Newcomer
Hi,
Think,the next XBOX probably will have a unified shader architeture.Lets suppose only half of the 10 times the vertex shader compared to a X800-XT is used,the rest is used with pixels.It would give around 10 millions polygons/frame at around 45 fps.This is beautiful!!!The movie FF:The Spirits Within uses 80 millions polys/frame.In 2007 we will reach the detail in polygons of the best looking CG animated film of all time!!!Pixel shader TOO will improve,and around 2010 we will reach the shading requirements of this movie.The crucial point is,if this technology will be in Microsofts console,soon after it will be in PCs.I am tired of bump-mapping,normal mapping,etc..Iwant characters with around 500 thousands polygons by 2010.Not this ridiculous characters (example UE 3.0) with 6500 to 10000 polygons,where inside they look beautiful,but the edges look terribly blocky.If the companies of chips instead of double the polygon count yearly,quadruplique or even more the progress will be much quicker.Pixel shaders the same thing.One employee of nVidia said for me via email that by 2007/8 we will have demos in this cards that rival any CG movie,on the more processor intensive scenes,being until better than some.So I think that my thoughts are in the right direcion
Thanks,slk
Think,the next XBOX probably will have a unified shader architeture.Lets suppose only half of the 10 times the vertex shader compared to a X800-XT is used,the rest is used with pixels.It would give around 10 millions polygons/frame at around 45 fps.This is beautiful!!!The movie FF:The Spirits Within uses 80 millions polys/frame.In 2007 we will reach the detail in polygons of the best looking CG animated film of all time!!!Pixel shader TOO will improve,and around 2010 we will reach the shading requirements of this movie.The crucial point is,if this technology will be in Microsofts console,soon after it will be in PCs.I am tired of bump-mapping,normal mapping,etc..Iwant characters with around 500 thousands polygons by 2010.Not this ridiculous characters (example UE 3.0) with 6500 to 10000 polygons,where inside they look beautiful,but the edges look terribly blocky.If the companies of chips instead of double the polygon count yearly,quadruplique or even more the progress will be much quicker.Pixel shaders the same thing.One employee of nVidia said for me via email that by 2007/8 we will have demos in this cards that rival any CG movie,on the more processor intensive scenes,being until better than some.So I think that my thoughts are in the right direcion
Thanks,slk