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What are the ploy counts for X360 and PS3?

I'm pretty sure it's 500mil for X360 (raw), but what about PS3?

Also, what is the in-game count. I'm surprised they haven't made a big deal about this yet.
 
pro gamer: How many polygons per character?

Rare: 5,000

pro gamer: How many polygons in the background?

Rare: 100,000
 
Pedigree Chum said:
I'm pretty sure it's 500mil for X360 (raw), but what about PS3?

Also, what is the in-game count. I'm surprised they haven't made a big deal about this yet.


actually, XB360 polygon/triangle count is 500 million per second WITH significant shaders applied, and this is supposed to be achivable in-game. like Gamecube's 6 to 12 million.
 
Wario64 said:
pro gamer: How many polygons per character?

Rare: 5,000

pro gamer: How many polygons in the background?

Rare: 100,000

:lol

I guess that means, we've got no solid info on it? Great.

midnightguy said:
actually, XB360 polygon count is 500 million WITH significant shaders applied, and this is supposed to be achivable in-game. like Gamecube's 6 to 12 million.

Holy poop. That's awesome.
 
Pedigree Chum said:
I'm pretty sure it's 500mil for X360 (raw), but what about PS3?

Also, what is the in-game count. I'm surprised they haven't made a big deal about this yet.


500M for X360 is not raw at all. It's with non trivial shaders. That means the shaders used can be fairly complex and still get 500M.

PS3, I'm going to have to rely on only facts availble and base it on the specs of the G70 that just got released: 700M triangles per second. No idea what kind of shaders can be used to acheive 700M though, or how close RSX is to G70 (I'm willing to bet they are pretty damn close).
 
Wario64 said:
pro gamer: How many polygons per character?

Rare: 5,000

pro gamer: How many polygons in the background?

Rare: 100,000
LOL, I actually saw that guy at E3 today...not the rare guy...the other guy, whatever his name is...
 
midnightguy said:
actually, XB360 polygon/triangle count is 500 million per second WITH significant shaders applied, and this is supposed to be achivable in-game. like Gamecube's 6 to 12 million.

Wow, I assumed it to be raw. That's amazing.
 
JayFro said:
Zyos? The best Halo 1 player on the planet?
zyos.sized.jpg

him...whoever he is
 
the PLOYS are as follows:

Sony shows you CG

MS tells you everything is running on 1.33333333% of the power of final devkits

Nitnendo distracts you with dogs
 
midnightguy said:
actually, XB360 polygon/triangle count is 500 million per second WITH significant shaders applied, and this is supposed to be achivable in-game.

Except it isn't.

500 Million (per sec) / 60 (frames) = 8,333,333.33 (repeater of course :lol ) polys per frame. 1280 * 768 (720p) = 983,040 pixels per frame.

8,333,333.33 / 983,040 = 8.48

So if those figures are to be believed the X360 can put out 8.48 x as many polys as pixels per frame, i.e. it's bullshit. If this were true then you would never see a poly edge on anything (and I've already seen plenty) and simple things like the grapes in that DOA4 shot could easily be modeled instead of being just textured.
 
xabre said:
Except it isn't.

500 Million (per sec) / 60 (frames) = 8,333,333.33 (repeater of course :lol ) polys per frame. 1280 * 768 (720p) = 983,040 pixels per frame.

8,333,333.33 / 983,040 = 8.48

So if those figures are to be believed the X360 can put out 8.48 x as many polys as pixels per frame, i.e. it's bullshit. If this were true then you would never see a poly edge on anything (and I've already seen plenty) and simple things like the grapes in that DOA4 shot could easily be modeled instead of being just textured.

Alpha...fucking....kits....don't feature the 4xAA......30% power.....
 
xabre said:
Except it isn't.

500 Million (per sec) / 60 (frames) = 8,333,333.33 (repeater of course :lol ) polys per frame. 1280 * 768 (720p) = 983,040 pixels per frame.

8,333,333.33 / 983,040 = 8.48

So if those figures are to be believed the X360 can put out 8.48 x as many polys as pixels per frame, i.e. it's bullshit. If this were true then you would never see a poly edge on anything (and I've already seen plenty) and simple things like the grapes in that DOA4 shot could easily be modeled instead of being just textured.


News flash for Xabre: polygons also goes into the Z direction. Overdraw. Look it up.







P.S. Don't worry. I made the same idiotic assumption about 6 years ago on this very forum.


GhaleonEB said:
Alpha...fucking....kits....don't feature the 4xAA......30% power.....

Actually, that has nothing to do with this situation.....
 
JayFro said:
Not only does the kid on his left look like he just got whacked by Zyos, but he looks like being killed by him in a videogame was some type of honor.

*LOL*

Actually, that has nothing to do with this situation.....

He was just reading some terms out of an Xbox 360 Damage Control pamphlet, I don't think he was being serious.
 
Shogmaster said:
News flash for Xabre: polygons also goes into the Z direction. Overdraw. Look it up.







P.S. Don't worry. I made the same idiotic assumption about 6 years ago on this very forum.




Actually, that has nothing to do with this situation.....

And it's worth mentioning, the more geometric detail you have, the more overdraw you're going to have.
 
Shogmaster said:
News flash for Xabre: polygons also goes into the Z direction. Overdraw. Look it up.

Maybe you should look up things like early z-check that goes a long way to cutting down on overdraw. Futhermore, even in the event that you had 8x overdraw (I think complex scenes can get up to around 5x-6x these days) you still would have one polygon for every pixel on the screen and in the event that you have 16x overdraw in a scene (highly doubtful) you still have one polygon to every two pixels on the screen making poly edges very hard to spot.

P.S. Don't worry. I made the same idiotic assumption about 6 years ago on this very forum.

Doesn't really change the fact that with the numbers we are talking about, overdraw is not really a factor. Thing is that when you add things like texture effects, lighting etc that 500 million number will get eaten into significantly.
 
As a scene scales and objects rotate with respect to the camera, lots of polygons will be obscured, fall out of view, and simply fail to intersect with a pixel. Depth check techniques can maybe get average overdraw down to around 3, but the polygons will not map anywhere close to 1:1 with the pixels under realistic conditions.

Micropolygon shaders, Renderman, REYES, whatever doesn't suddenly become possible when a system can output the same number of polygons as pixels in its resolution.
 
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