no_way:
> has JC commented on why D3 in-game models are still _so_ low-poly ?
Yes, read B3D's interview with him for answers.
> Don't current cards have enough vertex-processing power or, more
> likely, would shadow volume calculations would become prohibitively
> expensive
Doom 3 was running at 30 fps at QuakeCon (on a Radeon 9700/P4 2.2Ghz/800*600 res). It's obviously hard to say what the bottleneck(s) is(are) but I think it's fair to say that Doom 3 is plenty taxing as it is.
> ( why couldnt he do shadow calcs on lower-lod model ) ?
Because then you'd get mismatches between the models and the volumes.
> has JC commented on why D3 in-game models are still _so_ low-poly ?
Yes, read B3D's interview with him for answers.
> Don't current cards have enough vertex-processing power or, more
> likely, would shadow volume calculations would become prohibitively
> expensive
Doom 3 was running at 30 fps at QuakeCon (on a Radeon 9700/P4 2.2Ghz/800*600 res). It's obviously hard to say what the bottleneck(s) is(are) but I think it's fair to say that Doom 3 is plenty taxing as it is.
> ( why couldnt he do shadow calcs on lower-lod model ) ?
Because then you'd get mismatches between the models and the volumes.