Most of the buildings are just low poly boxes. You don't notice because of the camera motion.This just made me realise that this video was all bullocks. I doubt the PS3 could do those visuals in real time with such scale.
Claybook uses signed distance fields for rendering instead of polygons. That certainly helps.Weird. I interpreted that tweet differently, as in overwhelmingly positive for games going forward.
I get the need to actually break down the Gigaray question but we run into similar issues on the rasterization side. We quote TF but that doesn’t translate into performance. Thus we get people quoting AMD and Nvidia flops.
That being said, Sebbbi being the beast of the programmer that he is may have found some sick optimizations to make things fly for his game. One would need to question how applicable what his implementation is for other titles and also how far he could take things with Claybook on a 20XX RTX card.