Originally Posted by Smurfman256
GameCube's peak poly count was actually about 20 million (Nintendo gave out some realistic performance figures of about 675,000 triangles per frame @30Hz and 337,500 @60Hz). PS2 had an infamously inflated theoretical peak poly-count (something like 60 million raw *read, no textures or effects* triangles and a realistic count of 500,000 triangles per frame @ 30Hz and 250,000 @ 60Hz).
I know the max achieved in an actual game on the Gamecube was 20 million at 60 FPS. I was talking about the hardware maximum, as in with nothing else significant running like what Sony gave for the PS2 and Microsoft for the Xbox1.
I was a little off with the GC. Seems it was 90 million RAW.
I wanted to know the peak and real world estimates of Expresso. I know that there are a lot of factors involved depending on the architecture and hardware features as I recall the PS2 having to split its max fill rate/polygon count in half every time it passed a texture or something of that nature. (I'm pulling this from memory and its been a while)
From what I have gleamed over the past few weeks, it seems that the Wii U lacks the bottleknecks and hangups of the PS3/360 on top of having more RAW graphical power under the hood. There was that explanation about the Wii U having full access to its RAM at all times making its RAM performance higher even though the bandwidth seems to be only half of the PS3/360 RAM bandwidth thanks to the eDRAM(the contradiction to the bandwith starved claimed). Then I have to go to the Bayonetta comparison again. That is an increase in polygons by over 5 times for her basic modal alone. Even if that was a cutscene modal(which I don't it was going by actions it was performing in the demonstration) an enormous increase from Bayonetta 1. We also can't forget the monster at the end that a lot of people were trying to write off a CG(A claim I've heard thrown at a lot of things shown on the Wii U).
Then I compare the environments of games like ZombiU to L4D2 which were both coded specifically for one consoles strengths.
The number of independent objects and clutter is much higher in ZombiU and much more detailed like the palette in the back against the wall and the tables to the left that have each individual board rendered, as opposed to being draw on the textures like it is on the ground in front of the character in L4D2. The level of geometry I see is many times higher than what I see in similar last gen games.
Would it be unreasonable to estimate about a 3X increase in real world polygon performance?