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Forums - Nintendo - VD-Dev "pushing the 3DS to its limits"

Mnementh said:
Guovssohas said:
I think that pic is ingame. If you look closely there seems to be a crosshair on the upper screen.

You're right about the crosshair, didn't notice that. For ingame that would be indeed decent (assuming you can move freely and framerate is decent).

60 FPS in both 2D and 3D, supposedly.



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"Hardware design isn’t about making the most powerful thing you can.
Today most hardware design is left to other companies, but when you make hardware without taking into account the needs of the eventual software developers, you end up with bloated hardware full of pointless excess. From the outset one must consider design from both a hardware and software perspective."

Gunpei Yoko

fatslob-:O said:

You realize that the only difference in x86 cpus is the microarchitectures, right ? (Excluding the xeon phi.)

http://en.wikipedia.org/wiki/PlayStation_2_technical_specifications (Check the citation if you want.) 

It draws around 15-20 million polygons per second with peak texture and lighting effects while the scene is in movement. 

This is exactly what I'm talking about.  All you do is read a spec sheet.   And 15-20 million during a real game is pretty much complete BS.  I can only think of a couple of games that managed to psuh over 10 million in-game.

Benchmarks can also be misleading. EA Canada was able to get the GameCube to render 22 million polygons at 60 frames per second with lighting and textures.  But again, it was a benchmark and didn't include physics, audio, A.I., etc...



The rEVOLution is not being televised

Viper1 said:
fatslob-:O said:

You realize that the only difference in x86 cpus is the microarchitectures, right ? (Excluding the xeon phi.)

http://en.wikipedia.org/wiki/PlayStation_2_technical_specifications (Check the citation if you want.) 

It draws around 15-20 million polygons per second with peak texture and lighting effects while the scene is in movement. 

This is exactly what I'm talking about.  All you do is read a spec sheet.   And 15-20 million during a real game is pretty much complete BS.  I can only think of a couple of games that managed to psuh over 10 million in-game.

Benchmarks can also be misleading. EA Canada was able to get the GameCube to render 22 million polygons at 60 frames per second with lighting and textures.  But again, it was a benchmark and didn't include physics, audio, A.I., etc...

@Bold Why don't you go disprove that then ? The wiki article clearly states 500k-650k @30fps in real world conditions. 



fatslob-:O said:
Viper1 said:
fatslob-:O said:

You realize that the only difference in x86 cpus is the microarchitectures, right ? (Excluding the xeon phi.)

http://en.wikipedia.org/wiki/PlayStation_2_technical_specifications (Check the citation if you want.) 

It draws around 15-20 million polygons per second with peak texture and lighting effects while the scene is in movement. 

This is exactly what I'm talking about.  All you do is read a spec sheet.   And 15-20 million during a real game is pretty much complete BS.  I can only think of a couple of games that managed to psuh over 10 million in-game.

Benchmarks can also be misleading. EA Canada was able to get the GameCube to render 22 million polygons at 60 frames per second with lighting and textures.  But again, it was a benchmark and didn't include physics, audio, A.I., etc...

@Bold Why don't you go disprove that then ? The wiki article clearly states 500k-650k @30fps in real world conditions. 

Tell you what.  How about you find me a developer claiming they achieved 20 million polygons per second on PS2.  I sure hope you don't use Wikipedia as a source for anything you research professionally or academically.

The GT series pushed around 10-13 million.   Jak series between 7 and 14 million.



The rEVOLution is not being televised

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FACT: for somebody who claims he is not an alt of Ninjablade...someone here sure writes, argues, and has the mentality of our famed Red Dead Redemption local. BTW there are numerous ways to hide ones IP address and circumvent the abilities of the mods from finding an alt. Just saying.



oni-link said:

FACT: for somebody who claims he is not an alt of Ninjablade...someone here sure writes, argues, and has the mentality of our famed Red Dead Redemption local.

And suddenly it all makes sense.



The rEVOLution is not being televised

Viper1 said:
fatslob-:O said:
Viper1 said:
fatslob-:O said:

You realize that the only difference in x86 cpus is the microarchitectures, right ? (Excluding the xeon phi.)

http://en.wikipedia.org/wiki/PlayStation_2_technical_specifications (Check the citation if you want.) 

It draws around 15-20 million polygons per second with peak texture and lighting effects while the scene is in movement. 

This is exactly what I'm talking about.  All you do is read a spec sheet.   And 15-20 million during a real game is pretty much complete BS.  I can only think of a couple of games that managed to psuh over 10 million in-game.

Benchmarks can also be misleading. EA Canada was able to get the GameCube to render 22 million polygons at 60 frames per second with lighting and textures.  But again, it was a benchmark and didn't include physics, audio, A.I., etc...

@Bold Why don't you go disprove that then ? The wiki article clearly states 500k-650k @30fps in real world conditions. 

Tell you what.  How about you find me a developer claiming they achieved 20 million polygons per second on PS2.  I sure hope you don't use Wikipedia as a source for anything you research professionally or academically.

The GT series pushed around 10-13 million.   Jak series between 7 and 14 million.

Jak and Daxter has pushed 15 mil polygons. 

BTW if there are citations I don't see an issue. 

I don`t know any developers claiming claiming over 20mill seeing as how the max is 19.5 mil polygons in real world settings. 



LOL you guys don't know who I am so once again stop claiming that I'm some alt and instead try and verify that with mods.



fatslob-:O said:
Mnementh said:
fatslob-:O said:
 

@Bold That includes the GPU.

The cpu in the 3DS is just as weak as the gamecube. PC gamers know full well that a pure ARM cpu is really shit in floating point performance so you're the one with less understanding about system hardware here. The cpu is almost irrelevant when pushing better graphics.

The PS2 can push out more polygons so your point is ?

Nice that you say "PC-gamers know full well"...

I give not much credit to the opinion of gamers of any sort and what they THINK they know.

ARM-architecture is as x86-architecture a wide field of CPUs. So putting general attributes to such a broad architecture shows lack of knowledge.

And do you have a polygon-benchmark to prove your claim about PS2 (again: not really doubting it, but also not believing it without further evidence). And under which circumstances are pushed how much polygons? Lighting, texture quality, effects and so on?

You realize that the only difference in x86 cpus is the microarchitectures, right ? (Excluding the xeon phi.)

http://en.wikipedia.org/wiki/PlayStation_2_technical_specifications (Check the citation if you want.) 

It draws around 15-20 million polygons per second with peak texture and lighting effects while the scene is in movement. 


Actually, the polygon count record for the 6th gen was Rogue Squadron III on the Gamecube, and that was 20 million polygons/s with high-res textures and lightning. PS2's peak polygon count was Jak and Daxter 2 with 10~12 million polygons/s.