I don't have a chosen platform, I haven't worked on PS2 for years. Currently doing next gen stuff.
The point I was making is that per-pixel stuff is great but it doesn't hide the lack of polygons, I'm currently working on stuff that uses long shaders (~100 vertex instructions + ~60 pixel instructions). Has every buzz-word going but everybody complains about the lack of polygons in the characters. And we already have 10K+ polygons. There is no substitute for polygons in characters, no clever lighting can hide polygon animation artifacts which low polygon characters can have.
In lots of cases I prefer the look of simple shaders + lots of polygons vs complex shaders + few polygons. But of course I want complex shaders + lots of polygons.
We have enough polygons now (This PC get 129MTris/s in DX9.0c optimsized triangle sample) but thats without virtually any shader work, do lots of shader work and it can drop to as low 3-4 MTris/s.
So I agree with JC in the 100 passes per triangle (100 is a bit low really, I could easily get to thousands...) because we now have enough polygons (on high end PC) so we want more shader power per polygon.
The point I was making is that per-pixel stuff is great but it doesn't hide the lack of polygons, I'm currently working on stuff that uses long shaders (~100 vertex instructions + ~60 pixel instructions). Has every buzz-word going but everybody complains about the lack of polygons in the characters. And we already have 10K+ polygons. There is no substitute for polygons in characters, no clever lighting can hide polygon animation artifacts which low polygon characters can have.
In lots of cases I prefer the look of simple shaders + lots of polygons vs complex shaders + few polygons. But of course I want complex shaders + lots of polygons.
We have enough polygons now (This PC get 129MTris/s in DX9.0c optimsized triangle sample) but thats without virtually any shader work, do lots of shader work and it can drop to as low 3-4 MTris/s.
So I agree with JC in the 100 passes per triangle (100 is a bit low really, I could easily get to thousands...) because we now have enough polygons (on high end PC) so we want more shader power per polygon.