CurseoftheGods
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I just read that the PlayStation 3 and the Xbox 360 can process 275 million and 500 million polygons per second respectively. Is that true? Is that why most multiplatform titles end up looking better on the 360?
I just read that the PlayStation 3 and the Xbox 360 can process 275 million and 500 million polygons per second respectively. Is that true? Is that why most multiplatform titles end up looking better on the 360?
I just read that the PlayStation 3 and the Xbox 360 can process 275 million and 500 million polygons per second respectively. Is that true? Is that why most multiplatform titles end up looking better on the 360?
I just read that the PlayStation 3 and the Xbox 360 can process 275 million and 500 million polygons per second respectively. Is that true? Is that why most multiplatform titles end up looking better on the 360?
No. Normally Xbox 360 versions of multi platform games don't push more polygons.
Polygon performance seemed to be an important number back in the day being tossed around, together with your number of bits, optical drive speed etc. Now, there's more to it than that so I doubt that's the reason why some multiplats look better on one platform.
Also like mentioned, I think those are purely raw numbers and don't mean much in real world games. Heck I remember the old xbox having numbers like 300mil polys per second
I wouldn't be surprised if it's just talking about GPU performance. Sony realized that the RSX's geometry handling was hopeless and released tools (iirc, they're called the Edge tools) to help devs use the Cell's SPUs to handle geometry. Not only is it faster than the RSX, but using more than one SPU supposedly gives a major performance boost. Another benefit is that with cost of a frame of lag, the GPU doesn't have to wait for geometry at all, so it gives the RSX more time to get what it needs done. It took a year or so for the tools to come out and for devs to use them, which is a big reason why PS3 titles didn't look too hot for a while.
I just read that the PlayStation 3 and the Xbox 360 can process 275 million and 500 million polygons per second respectively. Is that true? Is that why most multiplatform titles end up looking better on the 360?
The numbers might actually be true, but as you can see the numbers really do not matter much. As has already been pointed out, the numbers are probably even highly theoretical. Even if most/some (depending on who you ask) multiplatform games look better on the 360, they certainly do not look 1.{81} times better in comparison to the PS3 version.I just read that the PlayStation 3 and the Xbox 360 can process 275 million and 500 million polygons per second respectively. Is that true? Is that why most multiplatform titles end up looking better on the 360?
Apparently my GTX 460 only pushes 2.4 million polygons in Crysis.
I just read that the PlayStation 3 and the Xbox 360 can process 275 million and 500 million polygons per second respectively. Is that true? Is that why most multiplatform titles end up looking better on the 360?
Apparently my GTX 460 only pushes 2.4 million polygons in Crysis.
http://i.minus.com/iWLsUxctbfgq4.jpg[IMG][/QUOTE]
Wrong units. 80mil/s.
I can't be certain, but given how that data's presented I'd imagine that that's the polygons in the *scene*. Since you're running at 33fps, you'd need to multiply that by 33 to get the polys/sec.
I can't be certain, but given how that data's presented I'd imagine that that's the polygons in the *scene*. Since you're running at 33fps, you'd need to multiply that by 33 to get the polys/sec.
That's still only ~80 million polygons per seconds, only slightly more than the original Xbox.
...which shows how much bullshit these numbers are, even in last gen consoles.
No, his number is right. He is rendering 2.4m triangles, which are the triangles not culled (so the ones in the camera frustrum + shadows). That's how you count triangles per second. Fits with the numbers I mentioned.
No, his number is right. He is rendering 2.4m triangles, which are the triangles not culled (so the ones in the camera frustrum + shadows). That's how you count triangles per second. Fits with the numbers I mentioned.
I wouldn't be surprised if it's just talking about GPU performance. Sony realized that the RSX's geometry handling was hopeless and released tools (iirc, they're called the Edge tools) to help devs use the Cell's SPUs to handle geometry. Not only is it faster than the RSX, but using more than one SPU supposedly gives a major performance boost. Another benefit is that with cost of a frame of lag, the GPU doesn't have to wait for geometry at all, so it gives the RSX more time to get what it needs done. It took a year or so for the tools to come out and for devs to use them, which is a big reason why PS3 titles didn't look too hot for a while.
2.4 million per second would be appalling by modern standards. That's Dreamcast level.
When I said 'scene', I was including culling. My point was more that I thought it looked like the stats in the corner were talking about what was being rendered in a single frame, and so you'd need to take into account the fps to get the quantity in a given second.
Apparently my GTX 460 only pushes 2.4 million polygons in Crysis.
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Portal 2Hmmm, for multiplats I'm guessing that the difficulties in making anything on the PS3 are staggering enough to the point where the devs would have to try much harder to make things run or look adequate compared to the 360. I'm not sure though, there could be cases where multiplats are running better on the PS3.
It's not about the poly count, it's about what you do with them
Portal 2
LA Noire
DiRT 1 - released almost a year later, with most of Ego's improvements from DiRT 2
Saint's Row 3
Battlefield 3
To name a few. But yeah, usually the 360 version is better, particularly with older titles. More recent titles tend to display platform parity, or thereabouts.
Well I was trying. Thanks a lot dude.Don't forget Duke Nukem Forever!
Most PS360 games top out at about 100M/s, so you won't see real code approaching those GPU max polygon draw rates. I think most multiplat games still favored 360 for geometry up until about 2 years ago. Now there's hardly any difference.
The Saturn renders 200,000 textured mapped quads, not polygons. 500,000 flat shaded.The Saturn can do 200,000 texture-mapped polygons per second.
Around 15,000 flat shaded for SFX2 iirc.How many polygons could the SuperFX Chip push?
If I remember correctly, a common approach when spouting the pps figures for systems was to talk about the count in terms of infinitely small untextured unlit polygons. Legend has it (I dunno if it was ever corroborated, but given what we saw the system do, it has a ring of truth) that this hurt Nintendo in the Gamecube era; If I remember right, the Xbox was touting 75M polygons per second, the PS2... 66M, was it? And the Gamecube only advertised 18M or so. The thing was, though, the Gamecube numbers were in terms of polygons rendered in an actual plausible game setting, while the other figures were the infinitely-small unlit untextured ones mentioned earlier
It's possibly an apocryphal story, but it does have a ring of truth to it when you compare the best-looking Gamecube games against those from the other systems.
The good old polygon wars.
Brings me back to the 90s.