Max Poly performance in the actual generation.

Urian

Regular
A friend of mine said this to me:

"The maximum Polygon performance that you can use in a game is 307.200 pol/frame because the 3 consoles cannot drawn the geometry at a subpixel level, a thing that the next gen can be done without difficulties"

Is this true?

The limit is 18 milion polygons per second?
 
Urian said:
A friend of mine said this to me:

"The maximum Polygon performance that you can use in a game is 307.200 pol/frame because the 3 consoles cannot drawn the geometry at a subpixel level, a thing that the next gen can be done without difficulties"

Is this true?

The limit is 18 milion polygons per second?

I'm not sure whether there's anything stopping current generation of consoles from drawing more than one polygon per pixel. There would be atrocious aliasing issues but i'm not sure why it couldn't be done, and i'm sure it happened too.

The main things limiting the max poly counts are fillrate and bandwidth.
 
Urian said:
A friend of mine said this to me:

"The maximum Polygon performance that you can use in a game is 307.200 pol/frame because the 3 consoles cannot drawn the geometry at a subpixel level
That's bogus. Even N64 had subpixel accuracy in its rendering (after all... the gfx chip was designed by SGI). You'll get polygon aliasing when a poly is on the border between filling a pixel or not filling it, but there's nothing physical that prevents a game from rendering subpixel polys. How would it be possible to limit this anyway, would the hardware throw an exception or something if a poly shrinks to less than a pixel? :LOL: Nothing would run in that case then!
 
Back
Top