PS1 pushes more like 180,000 polygons/sec with texture mapping, gouraud shading and lighting. I don't know were the 240,000 polys/sec comes from <---that's about what the older and much more powerful System 22 board does, at high resolution.
PS1 pushes 360,000 flat shaded polys and 180,000 with PS1 graphic features on.
System 11 which ran Soul Edge is about the same, although it has more VRAM ( 2 MB)
I disbelieve System 12 pushing 500,000 polys, unless those are flat shaded figures, like PS1's 360,000 flat shaded polys/sec.
here is how the various systems relavent to this thread rank.
*Dreamcast: 10~20 million polys/sec transformed, 3-5 million polys/sec displayed with most of everything on
*System 22: ???? polys/sec transformed, 240,000 polygons/sec displayed with everything
(Ridge Racer)
*System 12: ??? more than System 11, less than System 22. (even if more polys than System 22, System 12 has no z-buffer or other highend feature System22 has)
*System 11: 500,000 polys/sec transformed, 360,000 flat shaded polys/sec displayed,
180,000 textured polys/sec displayed with everything
*Playstation1: 500,000 polys/sec transformed, 360,000 flat shaded polys/sec displayed,
180,000 textured polys/sec displayed with everything (same as System 11)
*Nintendo 64: ~600,000 polys/sec flat shaded (or just transformed), 160,000 polys/sec displayed with everything
*Nintendo DS: 4 million polys/sec transformed, 120,000 polys/sec displayed with everything.
the DS isnt going to do Soul Calibur unless its scaled back.
PS1 pushes 360,000 flat shaded polys and 180,000 with PS1 graphic features on.
System 11 which ran Soul Edge is about the same, although it has more VRAM ( 2 MB)
I disbelieve System 12 pushing 500,000 polys, unless those are flat shaded figures, like PS1's 360,000 flat shaded polys/sec.
here is how the various systems relavent to this thread rank.
*Dreamcast: 10~20 million polys/sec transformed, 3-5 million polys/sec displayed with most of everything on
*System 22: ???? polys/sec transformed, 240,000 polygons/sec displayed with everything
(Ridge Racer)
*System 12: ??? more than System 11, less than System 22. (even if more polys than System 22, System 12 has no z-buffer or other highend feature System22 has)
*System 11: 500,000 polys/sec transformed, 360,000 flat shaded polys/sec displayed,
180,000 textured polys/sec displayed with everything
*Playstation1: 500,000 polys/sec transformed, 360,000 flat shaded polys/sec displayed,
180,000 textured polys/sec displayed with everything (same as System 11)
*Nintendo 64: ~600,000 polys/sec flat shaded (or just transformed), 160,000 polys/sec displayed with everything
*Nintendo DS: 4 million polys/sec transformed, 120,000 polys/sec displayed with everything.
the DS isnt going to do Soul Calibur unless its scaled back.