zidane1strife said:Hmmm, I've a bit more malice than you. I've a feeling that either it's tougher to dev. for or something else. Kameo runs at 30fps, iirc, and most models are seriously lacking in the poly dept(note: with regards to nextgen expectations), and it's in things like the overall roundness, I think even in cutscenes, which should not be that hard to model(using that subdivision gphx technique and some tweaking, though I'm not familiar with it or its use, so I dunnoh.). Square-enix, as stated managed to get a 60fps realtime cutscene out of cg source models in about two months(meaning the models obviously took less than that to adapt for realtime use), with just a couple guys doing a simple demo, not a full blown large dev. team.
edit:
Remember it's also not only final, but betas, and they probably were among the first to receive betas(being a first party dev.). They also had access to intimate spec estimates/details, and s/w emus and whatnot even prior to that.
I think you start with something like "based on what we know, we can safely push 100,000 polys per scene". Then you get the final hardware, youve got 2.5 months with it to do EVERYTHING you need to when you get final hardware. You determine with the final kit that you could push 400,000 polys per scene. Now it would be easy to say "increase all the models by a factor of 4" but i really dont think its that simple with such a compressed timframe.
I personally dont see the point of the square enix comparison. Theres so many differences in the two scenarios - you may as well be comparing what any dev team on any hardware at any point in time did in 2 months.