This surprised me a little (from interview with R&C dev):
Joker454 then followed up with this (in another thread):
Thought this kind of discussion may get better answered in the technology section.
How much does the progressive mesh differ from the original PS2 R&C-engine in terms of scale?
Al Hastings, Chief Technical Officer: Our level-of-detail techniques are actually much simpler on PS3 than they were on PS2. We made the decision to steer away from doing heavy amounts of geometry processing on the SPUs, so instead we’ve focused on techniques that can be implemented directly on the graphics chip. There are a lot of trade-offs with this approach, but ultimately we like the fact that it gives us more flexibility in our engine and it frees up the SPUs for gameplay related processing.
Joker454 then followed up with this (in another thread):
Hmm....well thats interesting. I wonder what they mean. If it's all done on the gpu, then presumably its one vert in -> one vert out. How can they discard/prune unnecessary ones? Or perhaps they are talking about something totally different. With progressive mesh, you can tweak verts with the spus, discard unnecessary ones, and rebuild a smaller vertex buffer that gets sent along its merry way to be rendered. If they are gpu only, then the only thing I can think of is that they keep multiple lod's of each model and switch them out based on distance as is typically done, but then they take the additional step of 'moving' verts right in the vertex shader such that when the lod switch is made, the change is imperceptible since many verts have been moved to the point of being almost overlapped. At least thats all I can think of. Ideas anyone?
Thought this kind of discussion may get better answered in the technology section.