By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - PC - GPUs Set to Increase Performance by 570 Times by 2015

NJ5 said:
Slimebeast said:
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.


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.

The amount of polygons is important, but if you look at Forza 3 and GT5 it seems clear that the amount of polygons is good enough. I think they would improve much more by using better pixel shaders and textures, than more polygons.

 

Yes yes, I agree there's many grafix techniques that are more important to focus on than polygon counts at this point.

Really, both resolution and poly counts is reaching it's limits. Actually I think plain texture res and quality also is about to reach a limit, I often see they use digitalized and only slightly compressed photo-realistic textures but the textured models as a whole still dont look photorealistic or natural anyway. Ray tracing and other stuff I dont even understand is more important from this point forward.

And probably very hardware demanding, yes? So I believe a 570 times powerful GPU would have great use in 2015 - or at least in 2010 2020 when game engines and all sorts of convenient middle-ware have catched up (which they always tend to do).

EDIT: in 2020.



Around the Network

Wouldn't this make GPU's a lot more to make?



 

   PROUD MEMBER OF THE PLAYSTATION 3 : RPG FAN CLUB