marconelly! said:I don't think there's a game that came even close to that. The highest I've ever heard was about half of that figure.And I heard that some XBox games go as high as 50M PPS textured and lit.
There are games on PS2 that have a lot more polys on cars than GT4. I forgot the numbers but I think resident devs can chime in on this. I think that one F1 game in particular was said to push around 18Mp/s by it's developers. Also, consider most of the Xbox racing games run at 30FPS (except for RSC/2) which effectively halves their poly/sec throughput. Frankly, I can't think of a game where you'd actually have 3x more polys/sec on Xbox than on a comparable PS2 game. More yes, but not nearly that much more.Also, for car games, Forza, RSC2 and other top XBox games are budgeted like 15,000~20,000 polys per car while I think GT4 is budgeted around 5000~6000 polys. That's why top XBox car games usually have car damage for instance.
Oh Dear god please save me from 5 years of PS2 was better at pushing polys than XBox threads. Were only now starting to see less Saturn was better than PS threads.
This is pretty simple, on every single application I have ever tested Xbox is faster than PS2 (sometimes by enormous margins) with one notable excepion, when the games become transparent fill limited (loadsa particles) then Xbox is slower.
But then you'd expect that it shipped 18 months later. But PS2 has the EDRAM which explains the aberation.
I have never heard of anyone building a cross platform game worrying too much about the Xbox version, the same devs often have to invest a huge amount of time to get the PS2 version up to speed.