Setup limited (in game): 5-6 million polygons/sec
Megadrive1988 said:source please.
I'm question that. being that you only have one post here.
One forum post begets another. That's not a source, that's just a link. No offense, but it's no more credible than yours. We've heard of PS2 games supposedly pushing two or three times that amount, so you'll be met with skepticism on that. PEACE.SentinelQW said:Here is very instructive article for example:
http://forum.pcvsconsole.com/viewthread.php?tid=2807
BenQ said:I honestly don't know how some people judge how many polys a game is displaying..... not when were taling about MILLONS.
My eyes simply don't understand such numbers, other than "that's a whole lot." I would be 100% unable to say with any certianty "No, your wrong, that game isn't pushing 15 million poly's per second, it's CLEARLY pushing 25 million per second."
Even in the tens of thousands, my eyes can be easily fooled. A huge stadium full of people. One person says 65 tousand people, then next guy says 90 thousand people..... it won't be my eyes settling that kind of argument.
london-boy said:The Jak games, together witht he Ratchet and Clank games, are pretty well known and analysed because everyone and their mother has run them through the Performance Analyser (nAo can testify). This gives you real numbers, so it's not like we're making this up.
Then again, i think 15Million is still a bit too much. It might peak that number for some fractions of a second, but that's different. The 5-6million limitation is downright wrong since we also know from Faf that the first Burnout was already pushing 13M at times.
BenQ said:That must mean the number of polys that the game engine is pushing right? It can't be the number of polys onscreen, can it? The number of pixels would seem to be a limiting factor.
I'd be willing to bet that Rogue Squadron 3 beat that game with splitscreen its co-op version of Rogue Squadron 2. And I haven't played it yet, but I've heard RE4 pushes a lot of polys.ryoni said:I know Rogue Squadron 2 did the most for gamecube.
Polygons can be smaller than pixels. If a game has anti-aliasing applied, polys of subpixel size can be represented across multiple pixels.london-boy said:The number of pixel is one of the limiting factors, but it does not limit PS2 to 5Mpps.
Polygons aren't related to screen pixels; they're purely a mathematical concept up until the very end when the rasterizer calculates screen pixel values for them to represent them in the real world. The code the emotion engine and its vector units run have no real concept of pixels, and it is quite possible to have more polygons than screen pixels, leading to shimmering artefacts in detailed polygon objects or environments when particular polys cover a pixel one frame and don't in the next.BenQ said:That must mean the number of polys that the game engine is pushing right? It can't be the number of polys onscreen, can it? The number of pixels would seem to be a limiting factor.
Guden Oden said:Polygons aren't related to screen pixels; they're purely a mathematical concept up until the very end when the rasterizer calculates screen pixel values for them to represent them in the real world. The code the emotion engine and its vector units run have no real concept of pixels, and it is quite possible to have more polygons than screen pixels, leading to shimmering artefacts in detailed polygon objects or environments when particular polys cover a pixel one frame and don't in the next.
There's also overdraw to consider.
The claim of PS2 being "setup limited" in games at 5-6 million is complete nonsense and made up. Particulary as the setup limit for the graphics synthesizer is over ten times that number.
J&D runs at a steady 60fps.ShootMyMonkey said:Also, Jason Rubin's talk months back on creativity (check Gamasutra) mentioned something about Jak averaging around 150-180k polygons per frame during gameplay, though he didn't mention framerate, so I'll assume 30 fps. This was only achieved after they got used to the PS2 as a platform. Initially, their limit was around 40-50k polygons per frame. Again, these being typical through the course of the game -- he never said anything about the peak throughput or in cinematics, which were probably much higher.
ShootMyMonkey said:Depending on the actual polygon and how much fillrate it eats up, it can often be faster on PS2 to forgo backface culling -- it's not that backface culling is resource intensive, but you only end up culling one polygon at a time for the calculation and comparison, so the fillrate of the GS could often be enough that you can just endure the overdraw. Obviously, the fillrate demands of the polygons make a difference, but usually the demanding ones are the ones you can't cull anyway (particles, alpha blended effects)... Character and set polys are usually pretty small on screen and don't individually eat up a lot of fillrate anyway. Especially not at resolutions like 480i.
Also, Jason Rubin's talk months back on creativity (check Gamasutra) mentioned something about Jak averaging around 150-180k polygons per frame during gameplay, though he didn't mention framerate, so I'll assume 30 fps. This was only achieved after they got used to the PS2 as a platform. Initially, their limit was around 40-50k polygons per frame. Again, these being typical through the course of the game -- he never said anything about the peak throughput or in cinematics, which were probably much higher.