6.4 GigaPoly/s!
http://www.beyond3d.com/forum/viewtopic.php?t=19815&postdays=0&postorder=asc&start=320
6.4 billion polygons per second, and I am guessing that means calculation / transform speed. using just one Cell Processor Element. of course this says nothing about what the Nvidia GPU can rasterize & display on-screen. example: Nintendo DS can transform 4 million polys (or verts) per second but can only rasterize & display a mere 120,000 polys. another example, GSCube, it can transform 1.2 GigaPolys/sec. in the realtime Antz demo, it pushed about 65 million polys with texture, lighting, features on, and the developer, Criterion said they pushed GScube to over 300 million polys.
So I expect PS3 to be still transforming billions of polygons but rendering & displaying 300 million or maybe several hundred million more but under 1 billion.
http://www.beyond3d.com/forum/viewtopic.php?t=19815&postdays=0&postorder=asc&start=320
So can we say the shortest vertex trasformation loop is just 5 cycles?
That's 6.4 GigaPoly/s! doubleLOL
6.4 billion polygons per second, and I am guessing that means calculation / transform speed. using just one Cell Processor Element. of course this says nothing about what the Nvidia GPU can rasterize & display on-screen. example: Nintendo DS can transform 4 million polys (or verts) per second but can only rasterize & display a mere 120,000 polys. another example, GSCube, it can transform 1.2 GigaPolys/sec. in the realtime Antz demo, it pushed about 65 million polys with texture, lighting, features on, and the developer, Criterion said they pushed GScube to over 300 million polys.
So I expect PS3 to be still transforming billions of polygons but rendering & displaying 300 million or maybe several hundred million more but under 1 billion.