scooby_dooby
Legend
Again what does this have to do with target renders?
Well, apparently it wasn't CG, it was realtime??? I dunno, I'm kinda lost in this bickering, but this seems to indicate it was a realtime video:
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[/SIZE][/FONT][FONT=Verdana, Arial, Helvetica, sans-serif][SIZE=-1]He played a recent extremely high-resolution trailer in real-time, occasionally pausing to swing the camera around or turn on or off various effects. To be fair, the scene in question was clearly a cut-scene, calculated to show off just how many polygons the PS3 can throw around; it's still a lot of polygons, though.[/SIZE][/FONT]
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[FONT=Verdana, Arial, Helvetica, sans-serif][SIZE=-1]Each model, Worch claimed, contained somewhere between 100,000 and 170,000 triangles. Each had a bunch of other special maps and lighting applied, and the main character was built up with "over ten textures". He compared this to an estimated 10,000 for characters in Gears of War and other recent high-res games. The high-res models, meanwhile, that got dithered down to produce the in-game models, ran up around 5,000,000 triangles.[/SIZE][/FONT]