Polygon count in psx games.

Apoc

Regular
I was wondering if any of you knows what the in-game polygon count was in psx games. If possible i'd like to know average and max figures.

Thanks.
 
I remember a long long time ago, a developper saying about the ps1, that it was unecessary for this console to be able to render 360 000 poly/s in game conditions because the lack of memory would limit games to surpass 150 000 poly/s.
And i read in that time an article saying that toshinden 1 was pushing 90 000 poly/s.
 
Karamazov said:
I remember a long long time ago, a developper saying about the ps1, that it was unecessary for this console to be able to render 360 000 poly/s in game conditions because the lack of memory would limit games to surpass 150 000 poly/s.
And i read in that time an article saying that toshinden 1 was pushing 90 000 poly/s.

Thanks.
 
Karamazov said:
I remember a long long time ago, a developper saying about the ps1, that it was unecessary for this console to be able to render 360 000 poly/s in game conditions because the lack of memory would limit games to surpass 150 000 poly/s.
And i read in that time an article saying that toshinden 1 was pushing 90 000 poly/s.


Download one of the emulators with polygon counts.

Like everything else polygon counts are lower than most people think RR4 which IMO is one of the best PS1 games technically pushes <<50K polys/second.

The emulator will be measuring polygons drawn, a dev might be measuring submitted polygons or transformed polygons.

I would personally take any dev stated number for total in game polygon counts with a very large grain of salt on any platform.
 
ERP said:
I would personally take any dev stated number for total in game polygon counts with a very large grain of salt on any platform.
That's another misleading figure that can be waved around triumphantly whilst actually being meaningless. If one dev toots their engine draws 50,000 polys a frame, while another dev claims only 20,000, it doesn't say which actually looks better. Better, smarter use, better optimizations etc. can get more poly's where they're needed. Really, people should ignore metrics in the case of console games and just go on the experience. Whether it's pushing more polys than any other game, or using more complex lighting methods than any other game, or rendering in 8 bit colour or 32 bit colour, the numbers really don't matter squat as long as the buying public like it's looks and gameplay. As long as metrics are used without standards defining their measurement, we're back in the says of pre-Elizabethan pseudo science.
 
ERP, as i know you worked in n64 games, can you tell me about its polygon count?

I need this info for a friend, who is making a database for his web.

Thanks in advance to all.
 
Apoc said:
ERP, as i know you worked in n64 games, can you tell me about its polygon count?

I need this info for a friend, who is making a database for his web.

Thanks in advance to all.

Depends on the uCode and what you were doing.
As a dev I'm going to claim we hit >100K/second in WDC (and stunt racer for that matter) (take it with a huge grain of salt) but I doubt many games were anything like that high, most probably :love:0K.
WDC has completly unique uCode and doesn't use the Zbuffer (to alleviate the fill issues), the engine is designed to push polygoons and actually uses the CPU to clip them because it was more efficient than the GPU in that step. The net result is an engine that goes CPU ->RSP ->CPU ->RSP->RDP with almost 7 fields of latency between input and the display update, which is just too much. Triangle seti=up takes orders of magnitude more time than the transform and lighting pipeline.

Top Gear Rally was probably :love:0K/second but it uses the first version of the poorly named "Fast 3D" uCode.

I can't imagine any other N64 dev was stupid enough to jump through the hoops we did with WDC.

I've never tested the actual RDP limit on N64 but it's probably in the 500K/second range.

If you didn't care about perspective correction, you could transform many more than that with custom uCode.
 
Karamazov said:
in the intro movie of the demo disc bundled with european ps1 it was stated 1 500 000 poly/s
marketing marketing :p
That was raw polygon performance which is true.I have that demo.But if I am not mistaken it actually stated 1 million polygons.The number was greatly reduced though after they got textured, lighted etc
 
london-boy said:
:oops: LIT!! LIT FOR GOD'S SAKE!!!!!



;)
Lighted is also correct, though it is an older form of the word. It is used today most often in very formal situations (where "old english" type speech seems appropriate), for instance on memorials. It isn't uncommon to see on an "eternal flame" type of memorial a statement beginning "This flame was lighted on the second day of...."
 
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