Ether_Snake
Newcomer
On a certain high-profile PS360 game I worked on we had on average 1 to 1.1 million triangles on screen at a time, at 30FPS.
Speaking of UC2 lighting, this is really nice http://www.gametrailers.com/video/blue-cave-uncharted-2/57335
1.2M triangle/frame
Oh this again. A 720p frame has just below a million pixels. Do you really need more than 8 triangles per pixel on average (assuming 30fps target)?Indeed. RSX could only setup 250MTris/s in the theoretical realm.
All pixel-sized tris with an overdraw of 8, as an average, is excessive either way, even considering all the passes, volumes, particles you want. If you end up anywhere near there you have a bug in your LOD system.There's a lot more to setup rate than just the triangles you think you see on the screen.
If you're not going to hit setup limits, you're not limited by setup rate. In that case there's no reason to complain about it.Besides, as I implied and as Laa-Yosh mentioned, that figure is nowhere near attainable in a real-world situation.
If you're not going to hit setup limits, you're not limited by setup rate. In that case there's no reason to complain about it.
Holy smoke, this video is all sorts of awesome.
Looks like all these videos are also in Uncharted 2 itself as unlockables. (And you can unlock them right from the start, with in-game cash.)
1.2 million triangles per scene doesn't necessarily mean that's the total to be rendered... there may be multiple passes for the framebuffer, there may be many shadow buffers, so the actual numbers may be higher.
Also, that 250M is only true if only one additional vertex is needed to draw a new polygon. In reality though, this may be broken by changes in UV continuity, smoothing groups and so on, requiring more vertices by triangle. This is something artists can optimize for but only to limited extent...
Wrong. The GPU pipeline is not infinitely deep. Post-setup caches are well under 100 polygons, not 1M polygons. That means that if you have even a few hundred polygons that don't generate many pixels, you're setup limited at those points in time. If you have some large triangles and/or long pixel shaders, your setup engine can only buffer <100 tris; after that it will idle.If you're not going to hit setup limits, you're not limited by setup rate. In that case there's no reason to complain about it.
Wrong. The GPU pipeline is not infinitely deep. Post-setup caches are well under 100 polygons, not 1M polygons. That means that if you have even a few hundred polygons that don't generate many pixels, you're setup limited at those points in time. If you have some large triangles and/or long pixel shaders, your setup engine can only buffer <100 tris; after that it will idle.
Then you have to worry about off screen triangles (you can't cull everything with the CPU), backfacing triangles, zero-pixel triangles, and possibly doubled loads with Z-only passes. You don't have 8 triangles per pixel at your disposal.
RSX can do 250M tris/s when all the triangles are exceedingly simple and very few of the triangles are big enough to take longer than one clock to rasterize. That is very far from reality.
We have to remember that most of the cutscene are actually prerendered. I find the game to be on part with most games, nothing very extraordinary.
We have to remember that most of the cutscene are actually prerendered. I find the game to be on part with most games, nothing very extraordinary.
They're pre-rendered in-engine cutscenes. The lighting is better in cutscenes as they can have more light sources (due to the engine not being used on AI, unknown occurrences etc.)
To avoid loading.Any idea as of why they're prerendered?