Meccanical
Member
That model wasn't even in game as far as you know, what's your point?
We don't know how close to its 240GFLOPS rating Xenos got during real world operation, so we don't know what 66% better is (nor do we know much about the 66% improvement either). Massively simplified and hypothetical example: Xenos operates at 40% efficiency (of 240GFLOPS) = 96GFLOPS. Latte operates at 55% efficiency (of 176GFLOPS) = 96.8GFLOPS. XB1 operates at 66.4% efficiency (66%more than 40%) = 810GFLOPS (then apparently we take only 90% of that, so 729GFLOPS).I used Aegies' "66% more efficient than 360's" statement as an attempt to calculate that difference out. While I'm aware that a solid answer may not be possible, is that number that off-the-mark when it comes to comparing 360's shader architecture to the GCN architecture?
My whole question hinges on the claim the model is ingame.
Then you weren't around for when this actually happened. I've said everything you just said a few pages back.Even so, we don't know if the game will be doing more work than "99% of other games out there". I don't think anyone is claiming such a thing. How can you when the only information we have is the polygon count of one model?
I said 99% of video games. I'm already aware of one.Wasn't it stated that the Kasumi model was 120k polygons or something?
Even if the model is in game so what? There will be other games to nag on about I bet.
Exactly thats why I said that. Something NFSMU that show clear visual advantages dont really matter because resident evil revelations.The entire purpose of me even bringing up the model has been lost. The fact that it was 130k alone is irrelevant out of context, but the topic has been shifted to that.
Then you weren't around for when this actually happened. I've said everything you just said a few pages back.
Wii U = Dreamcast
Xbox One = Xbox
PS4 = Wii
This,What is your argument, exactly?
JordanN said:I'm more interested in how a game is doing more work than 99% of other games out there while still being considered "impressive" on substantially weaker hardware unless again, Bayo2 operates within certain perimeters (i.e bad or sectioned off environments) or simply, the model was never a game to begin with.
JordanN said:My whole question hinges on the claim the model is ingame.
Why is it that crazy to think that the 140k Bayonetta model is a LOD0 model for cut-scenes or it's the base for normal/displacement mapping etc and the final in-game model will have way less polygons?
Or you guys can just wait until the first real in-game scenes.
Not in the same way but they do boil to the same.Strawman argument. I made no such claims in the way that you state them.
We're talking two different sets of hardware though where the far weaker one is supposedly pushing 3x the detail than what the more powerful one is doing. They [KillZone] should be able to have both higher poly characters and a detailed environment in theory. Unless there's something about Bayo2 that I'm missing (environments and characters are super weak? But others said it was also "impressive").
Can someone please read my post? I feel like a world of information was just ignored (like you think I don't know about the above?).Or we can keep arguing!
I'm dying here too man (even more so than you). Hopefully a mod reading this understands I'm trying to make legit posts and not derail.
That would be odd. Platinum had a blog for the original Bayonetta about making normals. So did Squenix.It may be true, but the environment, amount of rendered NPC'S on screen(they're polygon budget), physics. I don't think Japanese devs use normal mapping, which could explain the higher polygon numbers.
They [KillZone] should be able to have both higher poly characters and a detailed environment in theory.
But we know Wii U isn't on par with PS4. If Wii U can handle 130k character in addition to having more detail (overall) compared to PS3/360 at its current power level, than PS4/XBO should have no problem easily surpassing that.This is an assumption on your part, nothing more. It's completely possible that the environment, post-processing, resolution, texture resolution, tessellation, lighting engine, wind engine, number of NPCs, physics, etc. are more resource-intensive together that effectively limit the total number of polygons a character model has.
I'm dying here too man (even more so than you). Hopefully a mod reading this understands I'm trying to make legit posts and not derail.
That would be odd. Platinum had a blog for the original Bayonetta about making normals. So did Squenix.
Drake was around ~37k polygons and Chloe ~45k polygons in U2, so Killzone has quite reasonable polycount.So far one game (Killzone Shadow Fall) is managing 40k characters. That's basically One and a half Nathan Drakes per character.
You do know that when they talk about 20 million polygons they are talking about polygons per second, this makes any talk about fps meaningless.Rebel Strike on the Gamecube pushed 20 million polygon at 60 FPS with dynamics shadows, advanced lighting, bump mapping, 100s of individual A.I. enemies on screen at once, destructible environments.
But we know Wii U isn't on par with PS4. If Wii U can handle 130k character in addition to having more detail (overall) compared to PS3/360 at its current power level, than PS4/XBO should have no problem easily surpassing that.
Now, how much post processing, # of NPC's, textures etc eats into this? I don't know. But this is why I called it theory (it should still be able to handle some of those things).
This thread is hurting my head..lol
I actually went back and forth on this. Turns out I misinterpreted the source (read it as "30,000" but not the "over" part).Drake was around ~37k polygons and Chloe ~45k polygons in U2, so Killzone has quite reasonable polycount.
Byo2 polycount is certainly plausible as well, especially if there is LoDs for guns etc.
Drake was around ~37k polygons and Chloe ~45k polygons in U2, so Killzone has quite reasonable polycount.
You do know that when they talk about 20 million polygons they are talking about polygons per second, this makes any talk about fps meaningless.
Simply put framerate doesn't change the polygon throughput.
When talking about polygons per second, the per second part makes the frame count in a FPS meaningless.Where did you here that? The polgyon count is directly proportionate to the frame rate.
The count you can achieve at 120 FPS is half what you achieve 60 FPS and is half what you achieve at 30. FPS means frame per second, so that means 20 million polygons were drawn 60 times every second.
Where did you here that? The polgyon count is directly proportionate to the frame rate.
When talking about polygons per second, the per second part makes the frame count in a FPS meaningless.
Also if you take 20Million polygons per frame * 60 and you get 1200million polygons per second, which is just silly number for current or previous generation.
You referring to Killzone?So a technical demo is a game now? wow !!!
Polygons throughput have been calculated relative to frame rate as long as I can remember.
You referring to Killzone?
lol
Only if you talk about polygons per frame, not per second.
Factor 5 indicated they could get 20 million polygons/second per second with all effects.
Just playing it safe.
Killzone SF is a game, the garden demo is only that, a tech demo. You can't compare both.
It was an interactive tech demo that ran live on the hardware. It was the same as any other game on the hardware except it wasn't sold.
And except it wasn't a playable entity.It was an interactive tech demo that ran live on the hardware. It was the same as any other game on the hardware except it wasn't sold.
Not to mention that pretty much the only parts worth bragging about were on rails/extremely limited interaction.
M°°nblade;59724309 said:And except it wasn't a playable entity.
So you say navigating a camera in a realtime demo with scripted animations is the same as playing a game then?Exept it was a playable entity in the same way as the Zelda tech demo. The player had full 360 degree controller of the camera and various environments environmental interactions.
M°°nblade;59725101 said:So you say navigating a camera in a realtime demo is the same as playing a game then?
I don't think you understand what strawman means.Strawman no.3.
Killzone SF is a game, the garden demo is only that, a tech demo. You can't compare both.
M°°nblade;59725289 said:I don't think you understand what strawman means.
Do you deny saying 'It was the same as any other game on the hardware except it wasn't sold.' then?
Was Killzone any more of a game then the Killzone 2 reveal for PS3 was?
Yet you literally did say that the bird tech demo was the same as any other game on the hardware except it wasn't sold.A strawman is an argument a person creates by augmenting a statement made by another person then making an argument against there own augmented version as opposed to what the person actually said.
But in Flower you actually control/move an object which interacts with the environment. Can you control or move the bird in Nintendo's tech demo?Now that is something did state. There are plenty of games that of the same nature. Take Flower on the PS3 for example
ok..... Ill leave it at that.Just playing it safe.
"Court's kinda fun when it's not my ass on the line! Nachos?"
M°°nblade;59725757 said:Yet you literally did say that the bird tech demo was the same as any other game on the hardware except it wasn't sold.
So I just asked you again, apart from not being sold, navigating a camera is the same as playing a game?
That's not really a strawman is it? I'm just asking you to clarify.
But in Flower you actually control/move an object which interacts with the environment. Can you control or move the bird in Nintendo's tech demo?
Don't expect much from Watch Dogs, because I've think it has been unofficially confirmed to just be a port of the 360 version and runs worse. I'd say look to Arkham Origins instead. The team who are making it are the ones who ported Arkham City to the Wii U, so they have more experience with making Batman on the Wii U than on the 360/PS3. Though, don't expect any multi-platform game to show significant difference from one version to another at this scale. Most devs aren't going to drop that kind of money on their own.