Hello all, I'm new here
OK, after trying to find the straight-up answer to this all over the place, my question is: Is raw poly count a CPU or GPU intensive task, spefically in games?
I've always been lead to believe that recent GPU's, with their vertex pipelines (that is, they porcess x number of vertices per clock), offload the actual 'wireframe' of a 3D environment, both the geometry of the world (BSP or otherwise) and any externally-created models, from the CPU. Although recently it's come to my attention that it's actually the CPU that 'looks up' all the vertices (that is, keeps track of everything's 'physical' location in the environment), while the GPU takes this information and applys texturing/shading, mip-mapping, lighting etc.
Thanks.
OK, after trying to find the straight-up answer to this all over the place, my question is: Is raw poly count a CPU or GPU intensive task, spefically in games?
I've always been lead to believe that recent GPU's, with their vertex pipelines (that is, they porcess x number of vertices per clock), offload the actual 'wireframe' of a 3D environment, both the geometry of the world (BSP or otherwise) and any externally-created models, from the CPU. Although recently it's come to my attention that it's actually the CPU that 'looks up' all the vertices (that is, keeps track of everything's 'physical' location in the environment), while the GPU takes this information and applys texturing/shading, mip-mapping, lighting etc.
Thanks.