NJ5 said: @Slimebeast: Remember that the 360's GPU uses unified shaders, so the 500 million polygons per second are only possible if the game isn't rendering any pixels.
Divide the capacity between vertex and pixel shaders, and you get a quite smaller amount (dependant on the game of course).
At 60 fps, it's a theoretical maximum of 8.3 million polygons per frame... and then reduce that further to account for the pixel shaders. In the end you aren't that much above the number of pixels.
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True, but the limit is not the resolution. For example, a normal SD TV broadcast is a lot less pixels than a 720p rendered Call of Duty or any other HD game, but the TV movie broadcast looks a lot better because it's photorealistic. To reach that quality you would need a much higher polygon count on your graphic models than in current gen games.
Why else would a dev like Turn 10 and others mention the huge poly counts in character models in games if they have no use (even if 1 million polys in a Forza 3 car is an exaggeration it still gotta be many)? I know it's mostly marketing talk, but all serious devs talk poly counts too in interviews.
Meanwhile, we know that screen res will not dramatically go up in the coming decade. 2500x1600 res screens will still be rare in 2015.