The need for lots of polygons is really important when you come to jungles. Lots of trees is hard, by lots I'm not talking about 10 or 100, I'm talking about 1000s (in view). IIRC we have around 70,000 trees in one (quite small) level. A good tree needs a minimum of 2000 polygons (I think we hit around 5000) and for such low poly trees you need alpha-tested foliage (if you wanted purely polygon trees, you would need 50,000?), even wih LOD (imposters etc) we still need 100,000 to 250,000 polygons per frame. Trees also burn fillrate like nobody's business, before adding a front to back sorter we were getting overdraw of 50+ per pixel.
Indoors is easy, outdoors is where it gets hard.... Brute force fails completely outdoors, I once calculated that to brute force render the worst view of one of the levels would take some thing like 22,000,000 polygons per frame....
Should I throw out my R300?
AFAIK 22M polys is far more than my R300 can do practically.
You think about just the trees taking up that many polys and the amount of bandwidth.
How will you render lighting, shadows etc... along with those trees over 1fps?
I realise the guy must have been messing around and isn't going to have that many polys in his upcoming game.
It's just that I find it fascinating that all those polys will eventually be full rendered and games will use more polys than that.
Add all the polys on the finished scene up I can bet you are looking at a couple of billion.