seismologist
Regular
Wow that looks stunning. Hope we'll see a US release before PS3 comes out amd spoils us.
how did you get those numbers?london-boy said:Remember that on PS2, at 30fps, you're lucky to get 500k polys per frame PEAK (that's 15M polys per second, and most games don't even get close to that). Half of that (250k) at 60fps.
pixelbox said:how did you get those numbers?
Hey now . THe tiled based defered renderer would have had a field day with that scene . It just would have drawn the parts of the characters you could see . :smile:The Dreamcast...
It would also draw it at full 60 updates per second on VGA, with better internal color precision and better texture filtering.
jvd said:Hey now . THe tiled based defered renderer would have had a field day with that scene . It just would have drawn the parts of the characters you could see . :smile:
it would only have to transform what is shown wouldn't it ?Ty said:Fill rate wouldn't be the only issue with those scenes. Transforming could have very well throttled the DC.
jvd said:it would only have to transform what is shown wouldn't it ?
Lazy8s said:Transform comes before the visible surface determination, so only smart game based visibility culling would cut down on the amount of transform.
Lazy8s said:Overdraw definitely plays to a DC strength for pixel fillrate, and the savings on external memory from not needing a bigger z-buffer, with the great many depth positions that DC's high floating point precision sorts unconditionally, affords DC designers a lot of freedom for games with a massive numbers of objects.
Generalized tests in some cases can check if an object even has a chance to be visible based on its previous state or position, so transforming to find out specifically where or what it is might not even be necessary.How do you determine what can be seen before you even determine where its at?
The issue was really more in regard to DC handling scenes with many objects in general than that particular scene of which no specifics are actually known. A Dreamcast would have to be tasked with lower, DC-level complexities in certain areas of performance of course.But how is the transform power of the DC?
Its peak performance is thought to be even higher, possibly. Maybe around 12M.SH-4 can transform 10 million raw polys/sec.
PC-Engine said:Fun hearing all the SONY fb wetting their panties over it though.
dskneo said:is it supose to be funny?.... there's about 4 generations difference in those 3 pics.
Considering that, its not very funny either, is it? difference in graphics should be way higher... but still, its not.
PC-Engine said:Why all the blurring? Is it to hide ugly repeating textures? Anybody got a video so we can see what the animation is like? I bet the LOD system shrinks the characters to like 10 polygons when the camera zooms out.
Fun hearing all the SONY fb wetting their panties over it though.
that sounded too much generalized ; ) and that matter is well complicated to allow for such generalizations. yes, generally you can do relatively cheap view-volume tests at the object level [ed: or any level for that matter], but when it comes to scene-wide occlusion, things are far from trivial. tons of early occlusion algorigthms have been developed throughtout the years, none of them too successful in the general case (tm). to the point where in some cases it is still more efficient to throw everything (front-to-back) at the gpu and let it sort it out through its per-pixel occlusion techniques, in which case transformation is unavoidable. unfortunately a filed of soldiers would be an example of the bad general case.Lazy8s said:Ty:
Generalized tests in some cases can check if an object even has a chance to be visible based on its previous state or position, so transforming to find out specifically where or what it is might not even be necessary.
mind you, that'd be vertices, not triangles. and you don't really want to get that close to the theoretical peak. you never know if your words may not reach the ears of the publishers ; )PC-Engine:
Its peak performance is thought to be even higher, possibly. Maybe around 12M.