Luminescent
Veteran
Overall, how does the Flipper's geometry engine compare to Elan, geforce 2, and other hardware containing hardwired T&L (not sure if Elan is a hardwired implementation)?
Luminescent said:Overall, how does the Flipper's geometry engine compare to Elan, geforce 2, and other hardware containing hardwired T&L (not sure if Elan is a hardwired implementation)?
a4164 said:Elan can do 10 million polygons per second with 6 light sources:
http://www.segatech.com/arcade/naomi2/index.html
Not sure about GameCube:
http://www.segatech.com/gamecube/overview/index.html
But Virtua Striker and Beach Spikers were Naomi2 ports and they seem to run fine on GameCube.
Tagrineth said:Luminescent said:Overall, how does the Flipper's geometry engine compare to Elan, geforce 2, and other hardware containing hardwired T&L (not sure if Elan is a hardwired implementation)?
Well I can say this much, Flipper beats the hell out of a GeForce2...
I'm not so sure about that.
Teasy said:I'm not so sure about that.
Just look at Geforce 2 T&L tests, like for instance 3dmark2001. Geforce 2 gets 2.9 million pps with one directional light and 7 point lights with no textures. I bet Rogue Leader, a first gen game, is pushing 15 million pps with 4-5 lights and upto 6 (or even more) textures. It looks to me like Flipper is a hell of allot more powerful then Geforce 2.
"full complexity" lights
Teasy Posted: Mon Dec 16, 2002 6:17 pm Post subject:
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I'm not so sure about that.
Show me a game with anywhere near the polygon counts and complex lighting of Rogue Leader running on a Geforce 2 at a decent framerate.
Rogue Leader must have around 5+ lights with around 250,000 polys per frame at 60fps.
Yeah you have to take into account that this is a closed system vs a PC, but still I think if a theoretical test on Geforce 2 can't even come close to a real game on Flipper its obviously Flipper has faster T&L.
EDIT: Sorry zurich, I edited this before I realised that you'd already replied to me
Show me a game with anywhere near the polygon counts and complex lighting of Rogue Leader running on a Geforce 2 at a decent framerate.
Rogue Leader must have around 5+ lights with around 250,000 polys per frame at 60fps.
Yeah you have to take into account that this is a closed system vs a PC, but still I think if a theoretical test on Geforce 2 can't even come close to a real game on Flipper its obviously Flipper has faster T&L.
zurich said:Legion,
Don't forget that Flipper's T&L is fixed function, meaning it lends itself quite nicely to geometric shapes and such (ie: Star Wars is a nice showcase for this). If it is approaching 250k per frame, then I wouldn't really be surprised.. hardwired T&L is built for speed (lower latencies, predictable data), but has its limitations. IMO, Rogue Leader was tailored around these limitations.
How do you compare what any PC games designed around what the Geforce 2 can directly compare to the features seen in RL? Is RL really that complex? How many polygon's is it pushing?
Really? Did you count the polygons Teasy? Did you count the lights? That number for polygons sounds absolutely ridiculous. 250,000 perframe?
Show me a resource that suggest this. I am willing to wager this game only runs around 60,000 - 100,000 ppf. 250,000 is a totally outlandish number.
whatever. How does he know the polycount? Who ever claimed that many polygons were on the screen? it sounds like nonsense. Furthermore how do you compare fixed function T&L lighting to programmable high complexity lights?
Steve Dave Part Deux said:Aren't the lighting models pretty much fixed for DX8 class hardware as well, as far as what can and can't be practically used with a particular shading model?