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Slimebeast said:
HappySqurriel said:

Very few GPUs will see much of an amazing improvement in their ability to render untextured polygons without lighting because there is really very little point to rendering (dramatically) more polygons than you have pixels. In contrast, over the next 5 or so years you will probably see a massive increase in the number of ray-triangle intersections that can be done by GPUs as companies build in support for those calculations to make way for real-time raytracing.


But you cant compare a 3D render with a 2-D image like that. Already in this gen you have single in-game models with a poly-count that exceed the number of pixels on screen  Forza 3's cars have 1 million polys that need tp be rendered, while the screen res (amount of visible pixels) aint more than 920k (1280x720).

Really, i can imagine cities with poly counts of billions, which would demand insane GPU rendering power (unless you use tricks where u don't calculate every poly change that isn't in view, but those technologies only go so far... i think it's even still in a primitive state if I understood the words from the Brink/Bethesda developer correctly about smart rendering techniques).

I don't believe that Forza 3 really uses 1 million polygons per car.

It supports up to 8 cars at 60 fps, which means rendering at 480 million polygons per second for the cars alone... X360's peak polygon rate is 500 million per second, which doesn't leave almost any capacity left for rendering the environment, track and the pixel shaders.

 



My Mario Kart Wii friend code: 2707-1866-0957