Xbox 360 running Ruby at Siggraph, Pictures

Vysez said:
Just like when Tim Sweeney said that one character model in the UE3.0 demo had more polygons than a whole level of the original Unreal (up to 20Kpps). He was talking, of course, of the source high polygon model, not the in-game 5-6Kpps + Normal Maps.

Call me crazy, but wasn't the original Unreal levels incredibly simple in geometry? I remember reading that the levels usually kept things under couple hundred polys per any given immediate area to keep the frame rate fast enough for software rendering. With that, it would be very easy to imagine smaller original Unreal maps being less than 5~6K triangles.

I mean the damn thing was designed to run fine on Pentium 200Mhz via software rendering. Just how many polys could P200 draw in software anyways? 30K per second? 50K?
 
That's true

Shogmaster said:
Call me crazy, but wasn't the original Unreal levels incredibly simple in geometry? I remember reading that the levels usually kept things under couple hundred polys per any given immediate area to keep the frame rate fast enough for software rendering. With that, it would be very easy to imagine smaller original Unreal maps being less than 5~6K triangles.
I won't call you crazy seeing that you're correct.

Only the bigger levels of Unreal were made of 20K polygons, the smaller ones might be around 5-8K.
 
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Shogmaster said:
Call me crazy, but wasn't the original Unreal levels incredibly simple in geometry? I remember reading that the levels usually kept things under couple hundred polys per any given immediate area to keep the frame rate fast enough for software rendering. With that, it would be very easy to imagine smaller original Unreal maps being less than 5~6K triangles.

I mean the damn thing was designed to run fine on Pentium 200Mhz via software rendering. Just how many polys could P200 draw in software anyways? 30K per second? 50K?


It wasn't displaying all the geometry at once. ;) Some of Unreal's levels are huge.
 
Alstrong said:
It wasn't displaying all the geometry at once. ;) Some of Unreal's levels are huge.

Ummm thanks for stating the obvious? To restate what I said: most of the immediate areas were made to be less than couple hundred polys. You put ten of such areas for a map, and it's still only 2000 for the map. And I remember playing some of the Unreal 1 indoor maps that were small. Keep in mind that the Sweeney quote says "one/some of the" original Unreal maps (or something similar), not every single Unreal 1 maps.
 
Ailuros said:
It's the exact opposite IMHO.

SM2.0 = 96 instruction slots
SM2.0_extended = 96 - 512 instruction slots
SM3.0 = 512 - 32768 instruction slots

Both Xenos and NV40 claim (on paper at least) unlimited resources with a bit more than 4k instruction slots (4096 PS30 / 544 VS30 for NV40, while on Xenos those are obviously just shader instruction slots for both).
All academic in gaming where about 100 instructions is the limit for playability.

Considering SM3.0 requires dynamic loops, branching etc. I don't see why it isn't closer to "SM4.0", than it is to anything SM2.0.
Dynamic branching is another academic concept in pixel shaders, since pixel batch sizes are currently too big to make them usable per pixel.

Xenos is missing the geometry shader of WGF2.0. Even if it should meet all other requirements, it strips it of WGF2.0 compliance.
As we discussed in another thread recently, MEMEXPORT makes Xenos capable of tessellation and geometry shading (in the WGF2.0 sense) - in my opinion. So I don't think that that specifcally is a bar for "WGF2.0 compatibility".

Frankly I don't see why all this is so important anyway. Is there any reason why either Microsoft/ATI, Sony/NVIDIA would have to worry about WGF2.0 compliance on a console?
Eh? M$ wants a common platform for PC and console. The closer that console and WGF2.0/DX10 are to each other, the greater the cross-platform compatibility. It's not rocket science.

Sony/NVidia obviously have a political interest in persuing OGL, so frankly who cares?
icon_mrgreen.gif


Jawed
 
Shogmaster said:
To restate what I said: most of the immediate areas were made to be less than couple hundred polys. You put ten of such areas for a map, and it's still only 2000 for the map. And I remember playing some of the Unreal 1 indoor maps that were small.
Well, I wouldn't expect the indoor maps to have lots of geometry overall.




Keep in mind that the Sweeney quote says "one/some of the" original Unreal maps (or something similar), not every single Unreal 1 maps.
Ummm thanks for stating the obvious?

:LOL:
 
Just like when Tim Sweeney said that one character model in the UE3.0 demo had more polygons than a whole level of the original Unreal (up to 20Kpps). He was talking, of course, of the source high polygon model, not the in-game 5-6Kpps + Normal Maps.
IIRC, the quote wasn't that there were more polygons in the UE3 character model, but that there was more total *content*. That includes the polygon model, extremely high res textures, normal maps, gloss maps, quite likely also some detail diffuse and detail normal maps (he did mention something about hand-painted extra details in the normals) -- I believe he did say for the demo that all the textures were 2048x2048 or something similarly obscene. That's a fairly huge amount of content.
 
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