I don't see how it's misleading. It's still a count of the polygons that are being drawn.zurich said:Polycounts can be misleading when there is no animation (moving characters require skinning, IK, etc) though, ie: Rogue Leader, Racing games, etc.
Bah, in terms of pretty and useful polygons, isnt it PC > XB > GC > PS2?
Theoretical max with 8 texture passes on GC is just below 7milion.Gamecube- 15 million in game, 20-25 million with I think 8 texture passes during a benchmark.
Fafalada said:Theoretical max with 8 texture passes on GC is just below 7milion.Gamecube- 15 million in game, 20-25 million with I think 8 texture passes during a benchmark.
Fafalada said:One nice thing about theoretical max. numbers is that they are mostly written down by the manufacturers themselves, so we don't have to figure as much
Anyway, to be exact, it can do 16texture accesses without resending geometry (with 8 different textures). But there are other things that eat geometry time - one of them being UV setup in this case.
Fafalada said:Theoretical max with 8 texture passes on GC is just below 7milion.Gamecube- 15 million in game, 20-25 million with I think 8 texture passes during a benchmark.
Tagrineth said:Um... Rogue Leader is pushing 5 or more textures on everything with 15 million polys per second.
Dreamcast- 5-6 million in game, 10 million in tech demo.
wazoo said:Tagrineth said:Um... Rogue Leader is pushing 5 or more textures on everything with 15 million polys per second.
I remember a Gamespot interview where Julian said "the game is running at 60fps most of the time" with "some scenes up to 250k (by frame)". Nintendo fanboys automatically multiplied 60 by 250k to get the magical 15Mpol by sec, which is not what was claimed.
And GT3 runs 20M too, I mean it must be true it came straight from Kaz's mouth.Tagrineth said:Um... Rogue Leader is pushing 5 or more textures on everything with 15 million polys per second.
You'd be limited by triangle setup in theory.AbbA said:In the case of the PS2, how much(numerically) the multi pass affect the polygonal throughput?