lilbroex said:
Dude, Rebel Strike officially holds the record for the 6th Gen game that pushed the most polygons and it did it at 60 FPS. It also pushed more high level effects at once than any other game last gen. This fact, not opinion.
The greatest ever achieved in an Xbox1 game was 12 million polygon at 30 FPS with less then half the shading effects running. Fact.
As for the rest? What about those games would prevent Gamecube games from being on par with them? Rebel Strike was beyond anything that the Xbox1 "could" produce let alone did.
I can post some Dreamcast vids and say that the Xbox is not on par with those. It doesn't mean much at all. You're just stating something is better without stating how.
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Maybe I missed it but I thought I asked you to provide proof to what you say is that so hard?
Polygon count is not the only thing that makes games visually or technically impressive. Rebel Strike is one beautiful game yes, it still doesn't mean Xbox games don't do more on a technical level. Things like normal mapping, some particle effects, better framerate, higher resolution in some games, better shadowing, better lightning, more complex geometry etc... a lot of those effects can be seen on XB games that are not seen the same way on the competition.
You have to stop using Halo 1 as an example as to what XB was capable of. Try to be honest. I recon there are games on GC that are technically impressive, on par to what XB can do yes. On paper XB was more powerful and some games pushed it beyond what GC could. Splinter Cell Chaos Theory had particles effects, shadowing and lightning like only PC could do and/or surpass. Halo 2 with normal mapping (although it was hard on the system). No game had the anti aliasing of Team Ninja Games, Ninja Gaiden Black had no equal last gen. Doom 3 with it's shadowing and lightning. So stop with your ridiculous polygon count, it doesn't matter if you can't put more effects.