Viper1 said: The reported Xbox (150 million) and PS2 (75 million) polygon numbers were theoretical maximum wireframes. This means no textures, no lights, no A.I., nothing but lines. The reported GC figures were given by Nintendo as under gaming conditions which included a range of effects, lighting and textures on however even the given poly count was bested at launch by Factor 5. Nintendo stated "6 to 12 million polygons per second (peak)" but Rouge Leader 2 pushed 15 million. EA Canada had tested it to run 22 million at 60 fps though I can't say what game conditions were present. The Xbox and Gamecube both pushed 18-20 million polygons at their best and the Wii is noted as being able to handle more than that by several developers. |
And i'd like to add that the theoretical values are often obtained by running a limited set of code and the values are calculated from if. As an example, if you can manage to push 150 polygons in one microsecond for once, it gives you an theoretical value of 150 million polygons a second. Despite that 999 999 microseconds after the one measured, the hardware would average to 5 polygons per microsecond. And as BenKenobi and Katilian said, conditions vary in different situations. Basically everything is a tradeoff. The theoretical number is something that can't be topped in any situation, and it's never going to be used, while the lowest number, polycount with full effects, is a number, that without topping it, everything works perfectly. But, you can top it easilly, by using less effects (textures, lighting etc.). So i believe that Nintendo propably have given the number of polygons with full effects, so that the devs have something to start with. But NDA exists, and i don't think anyone wants to get fired and pay the fine for breaking it.
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Eikä Japanisti.
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