You're reasoning is the same as mine, only I imagine there's less car polygons being rendered. The major point was I felt (perhaps wrongly. That's what we're discussing nicely here) that with the cars eating up 12 million poly's, there's not much going on in the scenery. Some people have suggested I'm crazy delusional and not really paying attention for suggesting the scenery isn't particularly high geometry, and maybe they're right, but all it'd take is a link to a PGR3 pic that's showing the detail.EricVonZipper said:12 million polys!!!!! What!?
You have 8 cars at 50,000 each @ 30fps =12 million.
eg.
http://www.bizarreonline.net/img/screenshots/pgr3/03.jpg
The building is quite high geom for scenery. Dunno how the corrugated railing thing is modelled, whether there's lots of triangles consumed there.
That's cool. Can you show me some pics like that? Just saying I haven't seen any. The 'most poly's' I could find was probably this IGN pic http://media.xbox360.ign.com/media/741/741362/img_3113359.html or maybe http://media.xbox360.ign.com/media/741/741362/img_2998787.html/http://media.xbox360.ign.com/media/741/741362/img_3113365.html because of the crowds.Some scenarios the poly count is probably *only* 10 million, but on the average I would say 40 million
I have little doubt this game can push 75 million polys, split screen probably 120 million.
If you like me factor the cars comes to say 10-12 million, and if as you say PGR3 can handle maybe 40 million/frame, do you think the pics I've linked to show 25-30 million trianlge scenery models? If not, do you have example pics that look so detailed?
From what I'm seeing (which is what I've said) is that scenery doesn't look too high geom, and all it'd take from those that disagree wtih me is either an explanation why (like Jawed's explanation of using vertex capacity for things besides trianlge rendering) or a screenshot or two that clearly shows a highest-case situation. Like a grab of several cars with a very filled and detailed skyline maybe.