Million said:
I'd be having trouble believing a Forza 3 car had anything more than 300,000 polygons per car ( infact you'd have to give proven technical information to make me believe they were anything over GT5:P's standard of 200,000 per car). I'm not a game developer but it's clear that even doubling polygon count is a difficult task , Turn 10 can't possibly be claiming they've increased the polygon count per car 5X (that's similar to a leap in hardware) To put it into perspective Polyphone Digital spend a months worth in man hours to produce 1 car in GT5 , 1 month . I seriously doubt that Polyphone Digital with a much longer history in developing car racing games than Turn 10 is less capable of modeling cars efficiently. The above information leads me to belive to things.
(1) like you said Turn 10 might be spinning the figures to include the inside of the car , maybe the enviroment also. (2) Turn 10 are straight up lying. (3) Information has been mis-translated. |
Ok, heres my best answer for this.
Tessellation isn't as flexible as rendering each polygon individually. It makes certain curves as easy to render as flat surfaces. However with dynamic shapes it doesn't work as well. So for example even if they have 1,000,000 polygons the limitations of tessellation mean that they cannot look as good as 1,000,000 polygons rendered individually, but its still better than say 200,000 polygons. Just not by as much as you would expect from the count alone. Does this make sense and sound plausible to you at the same time?
Even simpler, it makes rendering something like a wheel extremely easy, but dynamic curves don't benefit the same for applying tessellation.
Tease.