bleon said:Hard drive in every console without having to pay extra
It just means you pay extra when you buy the console instead. In what way is that better?
london-boy said:One thing, how can the system process 500M vertices per sec, and 500M polygons per sec too? Is that possible? Aren't the 2 numbers supposed to always be different, since a polygon is made of 3 vertices at least (2 with strips)?
that's kinda neat, IMO ... thanx for the infoaaaaa00 said:Indexed vertex buffers.
http://msdn.microsoft.com/library/e...enderingfromvertexindexbuffers.asp?frame=true
In any mesh, triangles share vertices. If you order your vertices right, the GPU can use the post-transform cache to avoid transforming the vertex again.
So each 1 additional vertex = 1 additional triangle.
aaaaa00 said:london-boy said:One thing, how can the system process 500M vertices per sec, and 500M polygons per sec too? Is that possible? Aren't the 2 numbers supposed to always be different, since a polygon is made of 3 vertices at least (2 with strips)?
Indexed vertex buffers.
http://msdn.microsoft.com/library/e...enderingfromvertexindexbuffers.asp?frame=true
In any mesh, triangles share vertices. If you order your vertices right, the GPU can use the post-transform cache to avoid transforming the vertex again.
So each 1 additional vertex = 1 additional triangle.
london-boy said:I knew that, but u can't always use that, and in the end the number of vertices is still higher than that of the polys.
aaaaa00 said:[quote="london-boy]I knew that, but u can't always use that, and in the end the number of vertices is still higher than that of the polys.
london-boy said:But even then, unless your 3D world has each of its objects and characters attached to each other, it's just impossible...
aaaaa00 said:london-boy said:But even then, unless your 3D world has each of its objects and characters attached to each other, it's just impossible...
If each of your seperate meshes has 5000 triangles in it, then the extra 2 vertices you transform per mesh doesn't make a whole lot of difference.
Yes, in reality it won't be 100%.
london-boy said:The difference would change depending on the situation yeah. But take a scene with thousands of different objects and characters on screen, all of which detached from each other and with it's own set of physics (which is what i'd expect next gen) and there you go...