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wait a minute...how many more polys does 360 push again?

Barnimal

Banned
I'm rewatching the PGR3 vids and they just said the brooklyn bridge alone in PGR3 has more polygons than an entire city in PGR2. WTF? is it some insane increase of 1000 fold in polys or did pgr2 not really push the xbox all that hard graphically although it was insanely beautiful? sidney anyone?
 
dr_evil_1.jpg

One billion.
 
Clearly DCharlie finally finished his latest project, or got his bonus.

Good to see you back on form, and a little less grumpy than in the past.
 
mrklaw said:
Clearly DCharlie finally finished his latest project, or got his bonus.

Good to see you back on form, and a little less grumpy than in the past.

or maybe he pissed on his gf's pile of clothes in the corner.

you never know.
 
According to the release from Bizzare:
* Along a similar sort of lines, the geometry of only the Brooklyn Bridge structure uses the same number of polygons as an entire city in PGR1.
 
PGR2 was even lower poly than PGR1 (I'm serious, the focus of the engine was changed), so this is not that hard to believe. And well, some buildings were just cuboids, so you could use very very few polys on them and no-one would really notice when you slapped a nice texture on it.
 
Spider_Jerusalem said:
I read only brooklyn in some news... well, if true this is weird O_o

You probably read IGN's initial coverage which said:

In another example of PGR3's advanced graphics Davies stated that the Brooklyn has the same number of polygons as the entire city of New York in PGR2.

That was a mistake on IGN's part, as you can see for yourself in their video of the event.

note: there is no NYC in PGR2
 
The Xenos/C1 can process a maximum of 500 million pps......dunno if XeCPU can feed it that many, however...and even if it could, Xenos/C1 wouldn't perform any pixel shading at that rate...


For comparison sake, RSX should be able to process ~ 1.18B verticies per sec but at that rate it would also be able to perform pixel shading at the same time, unlike Xenos/C1..

Also, RSX can recieve vertex shading assist from CELL so that 1.18B number can be even higher....
 
Kleegamefan said:
The Xenos/C1 can process a maximum of 500 million pps......dunno if XeCPU can feed it that many, however...and even if it could, Xenos/C1 wouldn't perform any pixel shading at that rate...


For comparison sake, RSX should be able to process ~ 1.18B verticies per sec but at that rate it would also be able to perform pixel shading at the same time, unlike Xenos/C1..

Also, RSX can recieve vertex shading assist from CELL so that 1.18B number can be even higher....

This sounds wrong.
 
"Clearly DCharlie finally finished his latest project, or got his bonus.

Good to see you back on form, and a little less grumpy than in the past."

i clearly had a fly up my ass after dealing with complex trades systems and stupidly complicated trade booking models where 4 days of my life got consumed (7am to 4am) + an issue over the weekend with a Margin system due to f*ck ups that had nothing to do with my systems.

the financial industry : if you haven't got an ulcer, you are still a n00b.

Bonus? pah - no doubt it'll be "here - have some more stress" but hey... i feel much better now.

:D
 
Kleegamefan said:
The Xenos/C1 can process a maximum of 500 million pps......dunno if XeCPU can feed it that many, however...and even if it could, Xenos/C1 wouldn't perform any pixel shading at that rate...
No. The 500 mpps limit is related to the triangle setup.

The shaders can elaborate much more polys (several billion if they're all used as vertex shaders) and the GPU can reach the 500 mpps limit (or near that) even with "non trivial" (pixel) shading.
 
Xbox1 original spec with NV25 GPU @ 300 Mhz (final Xbox did not use NV25, but NV2A)

300 million micro polygons per second
150 million transformed or T&L'd polygons per second
100 million textured polygons per second with effects on, sustained

final Xbox1 spec with NV2A GPU @ 233 MHz

233 million micro polygons per second (not mentioned by MS or Nvidia)
116 million transformed or T&L'd polygons per second
100 million textured polygons per second with effects on, sustained


............

Xbox2 / Xenon / Xbox 360 with ATI R500 'Xenos' GPU @ 500 MHz

1.5 billion verts per second (because of triangle setup limit)
500 million polygons per second (triangle setup limit) with some level of pixel shading / texture-mapping / lighting / effects on, sustained.


you might look at Xbox1 vs Xbox 360 and go, 'oh, Xbox 360 looks like it is 5 times more powerful than Xbox1 because i see 100M polygons/sec compared to 500M polygons/sec' ....but that does not tell the whole story. Xbox1's claimed 100M sustained polygon/sec performance is far less likely in real games (its PR bullshit) than Xbox 360's 500M sustained polygon/sec performance.

Xbox1 is more like 10 to 20 million polygons/sec in actual games. even less with pixel shaders. that makes Xbox 360 a fuckload more powerful than Xbox1. more than 5x
 
xexex said:
Xbox1 is more like 10 to 20 million polygons/sec in actual games. even less with pixel shaders. that makes Xbox 360 a fuckload more powerful than Xbox1. more than 5x


That'd be great if MS PR peeps could respond with that line.

Journalist: "How much more powerful would you say the 360 is to the original Xbox?"
Allard: " A fuckload, Jenny. A fuckload."
 
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