Yup I oversimplified and forgot to consider shared points, my bad, sorry. I just checked the statistics on some of my models here at work and they average about half the tris (e.g. 2600 vertextes, 1300 polys), this numer can change depending on what and especially how you model but it should be a good average to assume 1/2 tris/vert...Steve said:Not really. Most of the vertices are shared in a highly optimised mesh. I'd wager that the real time number would be somewhere between 200 and 300 million triangles per second.
edit: some models I checked were based on quads before I triangulated them, so they're more of a worse case and show a horrible tri/vert ratio, so I gotta appologize again. On some realtime models I built some time ago I could actually see a ratio of up to 3/2 tris/vert, so acually you can easily have even more tris than vertexes if the model is optimized properly.
Also, that 125mil figure from the GF4Ti is probably vertextes instead of tris too, so the R300 should have like 3x its triangle throughput if those 400mil are based on facts, which is quite an impressive leap, even if bandwidth can't keep up with computation power..