Teasy:
teasy said:
PS2 can beat GC in raw polygons, I agree absolutely, since that is a technical fact from its specs. But I was talking about acheivable output in games. Aren't you also talking about acheivable output in games when you say stressed (as in lots of effects)? Or when you said stressed did you just mean when someone tries to stress the T&L (as in tries to pump as many polys as possible without many effects)?
How is
beating GC in raw polygons any different than
"in-game" achievable output in games?
Is a demo pushing close to 30 million polygons any less credible than a game doing half as much? When does a piece of software actually fullfill the requirements that it can be called a game? Perhaps you mean this because a demo itself is only semi-interactive and has no [ insert game elements, i.e. AI ]? The thing is, as soon as you actually start to compare games themselves, an actual comparasment becomes nearly impossible because there are so many factors to consider:
- how efficiantly is the engine using the hardware?
- how much performance is left?
- slowdown?
- amount of textures / geometry
- AI complexity
- physics complexity
- image quality
- pixel effects
- art-direction or raw performance?
With all this in mind, it becomes
impossible to actually argue the strengths of one console over the other. Why? Because every console has it's strengths and comparing games begs the question what the game is pushing and that in itself needs to be analysed to be used in actual comparasments. Without the source itself, this becomes next to impossible since we can't imagine what the engine itself is actually doing to make things look the way they do on screen. We can only imagine. Speculate. Let our biasness flaw our judgement.
In the end, demo's even make comparasments easier because they are not as flexible, yet are in realtime and half of the factors above are non-issues because the demo probably isn't even doing that (for example: AI).
Games are very subjective. A PS2 game could potentially be done using raw-polygons with little to no texturing (REZ look?) or single texturing and under given circumstances could achieve a polygon throughoutput that would double that what would be possible on GCN. On the other hand, a different developer could make a game on GCN emphasizing on different strengths doing a game with more texture layers and get easily to a scenario in which the GCN will be pushing as many polygons or even more. Given this fact that there are so many possibilities, I ask you, is it worth it even comparing in-game achievable polygons numbers? In-game itself is just a term and could apply to a demo aswell (unless of course, you give certain requirements like AI, physics etc). The point is, demos are a much better representation on what a console can do or can't (of course not to the end-user) - or even better, theoretical specs, as they are what the console should be able to achieve asuming maximum efficiency. In the end though, even a demo is a victim of the sheer infinite amount of possibilities a developer can take to emphasize on effects to maximize his little application.
EDIT: Just saw your reply teasy, thought you might have missed it. I will still post this reply as I think it's still quite relevant and perhaps brings my point better across.