Dude it is fact the GC outperforms the Xbox on polycount, the GC cpu is far superior to the Intel Celeron in Xbox. Celeron were cheap ass cpu's very similar to an i3 today when i9's are available.
Games like Rogue Leader, F-Zero GX, MP2 and RE4 are clearly running more complex geometry than Riddick or Halo.
The fact is that the GC cpu was so efficient it was used in Wii, the Wiiu cpu is literally 3 GC CPUs duck taped together.
Keep arguing kid ill bring up even more forum topics from 2003 and 2004 to destroy you with the facts.
Of that gen Rogue Leader was the pinnacle in how many polys were being pushed in real time, hundreds of ships on screen at one time...14-20 million polys a second.
Rogue Leader is a totally different type of game (a space shooter with 2D backgrounds, or small levels with one simple scenery) and you cant compare it to halo games, and not to mention splinter cell games.
destroy you with the facts.
If you really want to look at facts, so here you have detailed specification analysis
For two boxes that do essentially the same thing, Xbox and Game Cube could hardly be more different internally. Take our tour, and understand why.
www.extremetech.com
20-30 million triangles/sec on Game Cube vs 116.5 million triangles/sec on xbox
Xbox pushes 8 million polygons a second with textures and effects in the real world, GC pushes 14-20 million real world.
But can you prove it? For now you have only linked some thread from 2002,
Developers of Rogue Leader on the GC estimate RL pushes 15 million polygons per second with 8 hardware lights and 5-8 textures. Tecmo developers of Dead or Alive 3, considered the most visual impressive game on the xbox claim it pushes a maximum of 8 million per second.quote:but we estimate most...
arstechnica.com
It's mentioned here Dead Or Alive 3 pushes 5-8 million polygons, so your conclusion is xbox cant render more polygons LOL
. But what about games after 2002? You want to tell us the best looking games on xbox launched before 2002 and no xbox game used more polygons later on?
And because you keep mentioning RE4 just tell me what's complex in this particular game? Character models? Detailed scenery? Polygon wise RE4 looks like a normal xbox game just without shadows buffers (no dynamic shadows) and without shaders.
Metroid Prime 2, the same thing, flat textures, flat lighting, and no dynamic shadows
Rogue Squadron however used bump mapping, self shadows, and even cube maps on water surface but like I have said before, it wasnt complex game, and besides wikipedia mention xbox port was already 50% completed and would look better than Game Cube version. So if that was the best looking GC game, and Xbox version would look even better, than it's only because Xbox hardware was more capable.
I have no idea how to count polygons in games, but the amount of details (trees, vegetation, various objects, shadows, water with amazing real time reflections) I can see in far cry is really something else compared to Game Cube games. I dont remember even single game on GC that would render so huge scenery with similar amount of trees, shadows and shader effects.