Mifely said:
... I think I realize why this discussion has continued so long. Keep in mind that a single vertex is typically represented by at least 3 floating point values. Each floatiing point number is 4 bytes... that's 12 bytes per vertex, assuming you have no color, no texture coordinates, etc. Lets say you have decent artists, or triangle stripping tech, and they share verts pretty well... so that, on average, each triangle only needs about 2 verts, due to triangle fans and strips. Throw in a single texture coordinate (2 more floats == 8 more bytes)... 20 bytes/vert, 40 bytes (on average, per polygon, because your artists are good). 40 bytes per polygon... divide the system memory by 40... how many polys can you fit in memory at once, with NO code or other data on the machine? How many if you used some custom 16-bit fixed-point values instead of 32? I think you're misinterpreting what you're reading, gentlemen. |
The real problem here is that Factor 5 themselves revealed information that you clearly had no idea existed hence your shock in the previous comments.This is looking like a situation where you want to believe what you want.We've given you the info.So please go to this site and look it up for yourself if you are genuinely interested.
GC fans had to put up with a lot of lies and other shit last gen and the whole MS bullshit about Xboxblowing away the GC was just one of them.Hopefully with the Wii winning much needed revisionism will most likely occur.
Prediction:
Disney will make KH3 with Nintendo.Yes,KH3 will be a Disney/Nintendo crossover.
Save the industry,Kill a Hardcore gamer
Stopped buying Ubisoft games.Will not buy Red Steel 2.Let them struggle on HD. Click here for a solution:CLICK
ALERT: I have also exposed a UBI'Z'OFT viral marketer in THIS thread.Read my posts, see the set up and watch how everything crumbles on page 8. Please learn from this experience.