John Carmack mentioned
http://www.intel.com/personal/do_more/gaming/stories/game_engines.htm
So any guess to how many "passes per polygon" Microsoft next-gen hardware will be able to do.
In a recent statement, id software's John Carmack said that he didn't want more polygons. Instead, he wants "100 passes per polygon." (With each rendering "pass" a computer makes before it displays the graphics, more and more detail can be added.)
Carmack is no longer demanding more polygons, he wants smarter polygons. He wants the ability to bump map—simulate raised textures on the surface on polygons—and to add sophisticated lighting effects. By adding more rendering passes, designers will be able to polish their creations on a pixel-by-pixel basis.
"You had two passes per polygon for the longest time," explains Kevin Stephens, director of engineering at Monolith, the company whose advanced LithTech* engine powers No One Lives Forever 2* and the upcoming Tron 2.0.* "You got one pass for the base texture and then another for a light map."
"Newer technologies can do more. It allows you to do light mapping, bump mapping, and all of the different rendering techniques that, in the end, make objects look more real."
Stephens goes on to predict the direction engines will move in the future: "One hundred passes might be a little bit extreme, but 10 or 20 passes per polygon will not be uncommon. Having the additional passes will make games look like they have more polys even if there are no additional polys." The result? Organic, realistic shapes and objects that have textures so real you feel like you can reach through your television or PC monitor to touch them.
http://www.intel.com/personal/do_more/gaming/stories/game_engines.htm
So any guess to how many "passes per polygon" Microsoft next-gen hardware will be able to do.