I think you misunderstood, I meant the amount of overdraw from see through rear windows is very little in the grand scheme of things.
I will be honest my friend. I feel you have not played this game yet. I will suggest it because it is a good purchase.
You can see great over-draw in this gameplay video. View through the rear window is very clear (even for enemy cars). You can see clearly full lighting and shadows for all interior surfaces with also reflection on the glass. In cockpit view, when you look out, on top of this you can even get too much smoke from the front car.
This game has much over-draw.
http://www.youtube.com/watch?v=HWqX5on9oNY&feature=related
Aside from kicked up smoke and dust, they are two of the most predictable overdraw games out there.
I must disagree respectfully on this. Xbox360 is supposed to have great over-draw but Forza 3 has very little over-draw. PS3 is supposed to have trouble with over-draw but GT5 has great transparency and smoke as you can see in the real-time 60fps gameplay video.
You can even see the interior lighting and shadows for the enemy car in the rear view mirror! Very surprising!
That is why I must continue to say they are two of the most unpredictable overdraw games out there.
Not quite, it got solved in 2005 on console with the 360
It does not have the per primitive AA cost that PS3 does, that part is actually free on 360. Ok...strictly speaking it's not, as in if your lod system draws tons of tiny triangles that take up one pixel then there will be a cost. But realistically speaking, it's free. Now tiling on the other hand, not so free.
I think this is a more complicated issue than that plus what is most important is net results. What we can see is that when seeing total effect of various parts of rendering system , at 720P, the 360 has significant primitive based AA cost, ie., once you have AA @ 720P, primitive cost is greater than 1:1 and with more AA, cost increase is exponentiallish.
Pedestrians are easy, been there done that.
We disagree too much my friend. lol I know your game has many pedestrians/spectators but Forza 3 has reduced pedestrians/spectators than Forza 2. Why cut back unless it is for performance?
16 cars is cool though. I'm curious why Forza stuck to 8, it had to be either vertex or cpu related, but I'm guessing they ran out of cpu.
Maybe both my friend. Else why have low LOD models for gameplay and high LOD models for photomode? If vertex is not an issue then why not use high LOD all the time and also render all interior objects with high detail and full lighting/shadow? Even the camera lens in Forza 3 is to have faster LOD transitions. There must be a reason but I do not know what exactly.
I don't think it is a memory issue since 360 has little bit more available memory than the PS3 yet GT5P can have double. I remember PD chief said GT4 has a very efficient method for story car data and they use this in GT HD. Maybe they use this system in GT5 Prologue, maybe not, but somehow they have double cars with (looks like) double detail.
I would have preferred that they both just went for 30fps. But that's just me, I know that's not a popular option
I am happy with 60fps my friend. GT5 Prologue is really amazing. Did you see the new Tokyo track? Even the trees are better.
Don't think of it in terms of hardware, DirectX or stuff like that, think of it in terms of the shaders themselves. How you light stuff takes skill beyond what the hardware and render engines offer, it takes years of experience to learn what works best, then you just apply it to the hardware dujour. PD simply has more experience.
I mentioned Directx because you mentioned PD maybe has more efficient shaders. This kind of shader that runs on RSX is very different concept than super-multi pass lighting of PS2 hardware. Forza 3 developers have been using this kind of shader and I am sure have developed many tricks to reduce shader cycles to get the effect they want.
So I feel PD has much more learning curve than Microsoft/Turn10 for this kind of system. Maybe this is also why some feel Japanese developers are behind the technology curves. Maybe they still think of PS2 style rendering with many polygon, layering and multiple passes but American developers who make PC games for many years are used to more complex shaders with few passes.
Plus, Digital Foundry writes that GT5 Prologue has more sophisticated (looking) shaders and more effects at 50% more resolution with 2xAA with much more over-draw situations (interior rendering, smoke, dust).
Maybe even stones have blood.