kenneth9265_3 said:
20,000 poly per sec? Wow!
to me thats kind of low for a orginal Playstation game, but you would probally know more than me...
Nah, not per sec; per
scene; or in other words, what is currently displayed on the screen. This number would be multiplied by the game's framerate to get the polygons-per-second figure. Thus, a very well-optimised PS1 game running at 60fps would get 120,000 polys/sec.
It might be noted that the first Crash Bandicoot game had some seriously high poly numbers in the "tunnel-like" levels where the player runs "into" the screen because it streamed precalculated data straight off the CDROM and passed it straight to the graphics hardware. No numbers were mentioned by the devs except that often distant polys were as small as one pixel in size - which means the game can fit in a lot of them at any one instance.
Of course this meant that the gameplay was very limited too - as I recall the screen didn't scroll from side to side at all in those tunnel levels. It was a pure "on-rails" experience.