DeanoC said:Everything is exactly how it should be.
Obviously from a much more amateur point of view, that's kind of what I was thinking.
DeanoC said:Everything is exactly how it should be.
function said:The 15 - 20 million pps performance was being banded around here as an average figure representative of the performance of modern games.
I don't think anyone was saying that, I know I didn't.The 15 - 20 million pps performance was being banded around here as an average figure representative of the performance of modern games.
In our engine with very small not clipped triangles on the most used surface (2 vertex palettized colors per vertex, no normals/lighting, single textured) we reach about 22-25 MTriangles per second on batch of some hundreds triangles.marconelly! said:I would like to hear some peak numbers from the Performance Analyzer, if the numbers quoted in the first post are indeed average what certain games perform. 7.5M average is much different than 7.5M peak.
function said:Much of this is meaningless in terms of comparing consoles directly, but I'm just interested to know specifically what the figures are referring to. For the sake of knowing.
I'm not sure I'm supposed to say it, but I see no harm in it, especially that the game is doing pretty well technically. It was LOTR2, it is full of giant particles.There is one thing I was wondering about - the app with 40x overdraw, is it a big secret which is it?
Over the last two year we have scanned a large number of games. There is a developer community too, but they have their secrets that I cannot discuss it here.do you mind if I ask where you pull your information from? Individual hand-testing of every game through the PA yourselves only, or is there a lot of developer info-swapping going on as well?
I usually take a random point in the game. It might be unfair, but it is unfair in the same way for each game, so on average the results are still relevant.Do you test only the maximum performance a title can bring into play, or average it with all the various levels a game can deliver? (Thinking specifically of racing titles here, as you can play with just yourself on a track, or potentially load it up with many more cars--meaning much more needed pushing power.)
Reading the document without attending the talk is not so good, because of course you don't get the explanation for each assertion.I must say your "maximum" count is going to get a lot of people jumping around, but it's supposed to read more like "maximum average polys at 60fps for the entire title," right?
I think so too. In most cases though, it is fair to say that the game has been designed not to need more that that, rather than it being limited by the hardware.I rather doubt the majority of ANY games for any of the consoles push over 5M at this point
Thanks. During the talk I asked if there were any artists, I didn't expect any, but there were several of them actually. Busted.BTW: I loved your comments on the Data Packing slide talking about palletized textures
Wrong, the PA shows you _exactly_ the number of polygons drawn, regardless of how many you actually intended to draw.the PA actually underestimates the polys drawn
If affects the stats indeed. But in the end if you send 100K polys but only 50K got drawn, then you did only draw 50K. I think it is fair to count only polygons that are drawn on screen.How does this affect your averages?
I am working for the developer support at SCEE, this results in the following answer:You are working for the developer support at SCEE (like listed in you presentation) this results in the following questions:
145k sustained it was, but not at 60fps. That makes it 70K polys at 60 on average, so 125K at 60 is still the fastest (and those are actual displayed polygons). But those are just numbers, in most games the quality of the picture does not depend so much on the number of polygons.Would this be 145,000 peak, average (over a section of the game) or sustained (over successive frames)?
I read the figures by looking at the rendering part of the scans only. That is to say I didn't include the waiting time for the VSync for instance. I did include the time waiting for texture uploads on the other hand, that could make a renderer capable of 15MPs run at 10 or 8 or less.I'm just interested to know specifically what the figures are referring to
As we said, using VU0 is not easy. Results will certainly vary, we are still waiting to be surprised.How successful do you feel you will be at utilizing VU0 in future and upcoming titles?
Is this code that can be applied well in games, or more "demo code" that exists on its own right to show off capabilities but would be too hard to harnass in conjunction with all the other equirements a game would have to run as well?llemarie said:If people like big numbers, a developer has contributed some code running a 600K poly textured scene at 60fps. It is public too, and can be found on playstation2-linux.com
llemarie said:Sorry Fredi, I am not allowed to discuss the results of the performance analysis on public forums. I don't even discuss them with developers, apart with their own games.
Nick Laslett said:With games like GTA:VC & SSX3 using VU0 to decode 4.0 DTS in real time, how does this appear in the statistics? I assumed that this would use a lot of the capabilities of VU0, or else they would decode 5.1