By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Daddo Splat said:

PS2
3D CG Geometric transformation(VU0+VU1 parallel): 66 million polygons per second
Gamecube
Fixed-function hardware transform and lighting (T&L). 12+ million polygons/s in-game.[7]

actually I think the 20 million came from this!

Peak triangle performance: 20,250,000 32pixel triangles/sec raw and with 1 texture and lit

I was into these systems when they launched when compared head to head they may be PR #'s but the PS2 at launch killed everything with its 66 million triiangles per second until a year latter and nvidia's Gpu in the xbox!

all kinds of tech guys broke down the hardware and the numbers that stuck in my mind were polygons per second ! tomshardware anandtech and other sites back in the day!


 That still doesn't proove how in my other post I said that the GC uses triangles/sec in game, and the ps2/xbox did it in a non in game environment. This means that the GC compesated for other things such as lighting,textures,and shaders to produce this polygon count and the others didn't. I could see the gc being around 100triangles/sec if it wasn't calculated in an in game environment.