Official speculate before its too late: RSX Spec thread

Discussion in 'Console Technology' started by ROG27, Dec 31, 2005.

  1. SentinelQW

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  2. Titanio

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    That figure is a benchmarked figure that includes some lighting (what kind of lights, how many, we can't really know yet). It's not a raw transform rate, that would be higher. The paper max transform rate, IIRC, is 800m per SPU.
     
    #102 Titanio, Jan 1, 2006
    Last edited by a moderator: Jan 1, 2006
  3. ihamoitc2005

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    Dreamcast

     
  4. ihamoitc2005

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    Transform

    Yes, 200M is measured performance for T&L and 800M is theoretical performance for simple geometry transform with no light.
     
  5. SentinelQW

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  6. ERP

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    As a best case scenario maybe.
    The average is MUCH lower, and many later titles actually push less polygons than the early ones....
     
  7. MrWibble

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  8. MrWibble

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  9. ihamoitc2005

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    What company?

     
  10. ihamoitc2005

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    True


    GT4 only ~9M/sec
     
  11. ERP

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  12. SentinelQW

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    Gt 4 use maximum on Ps2. I think that less 9 million/sec.

    Gt4 car = 5000 poly-full poly model and maybe 3000 visible poly/car
    3000 X 6 = 18.000 polys
    The New york stage scene less than 100.000 polys
    Total scene roughly 110.000 polys
    110.000 X 60 (Fps) = 6.6 million polygon/sec
     
  13. ihamoitc2005

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    Not correct.

    I am sorry to say your many assumptions for polygons/car and polygons/stage are incorrect and your calculation method is also incorrect. Only public information is ~150,000 polygons/frame and that is 9 Million polygons/sec.

    Also 100,000+18,000 = 118,000, not 110,000.

    If you want to see a PS2 racing game with much more polygons than GT4, see old racing game Grand Prix Challenge with 22 cars with peak of 20,000 polygons/car, 1000 rain particles per car, and reflection of car on wet track.

    And unlike some PS2 games, GT4 focus is not for max polygons. Many PS2 games have more polygons. It is for more effects. More effects = less polygons. It is possible to have good graphics with small polygon count.

    But this is also only polygon draw-rate. Actual polygon 3D transform rate is much higher.
     
  14. Vaan

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    The fact is that talking about polygon performance is something absurd, since having a lesser poly count but more sophisticated effects is a much better aproach to a visually beautiful videogame.
     
  15. Laa-Yosh

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    Yeah... the flux capacitor thing is also a sort of running joke from another forum, that got started when he predicted the PS3 to use holographic storage.


    On topic, I can't understand why some people want the RSX to be the next GPU wonder so much. The PS3 is already quite powerful even with a GF7-level graphics system...
     
  16. scificube

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    I'd say why...but everyone knows already and I don't want to get beat up for stating the obvious in any case.
     
  17. ihamoitc2005

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    Maybe

    It is always different compromise depending on type of game. Sometimes what you say is possible but sometimes it is not.
     
  18. Brimstone

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    http://www.gamasutra.com/php-bin/news_index.php?story=6552

    Call of Duty the best selling game for XB360 launch, now EA is primed to have Medal of Honor dominate sales for the PS3 launch. Intresting and ironic since the CoD team were the original developers of the MoH series.
     
  19. centerofadmiration

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    Its also good to note that EA was not talking about the RSX but rather the 7800GTX they had in the development kits at the time. That article about MoH on the PS3 and the fill-rate bound stuff was written many months ago and with RSX's not coming out in development kits until DEcember it is impossible for them to have had it by then.
     
  20. Bliss

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