Seems like folks are starting to use more specvic language when it comes to realtime 3D peformance.
For instace, a polgon can obviously have either 3 or 4 sides. Many specs now list the number of “triangles” per second…
Also, alot of the time, lightmaps and textures are baked-in to help preserve realtime mapping and dynamic lighting performance. Again, it helps to be specific when it comes to talking about raw performance.
For instance, the Xenos (the ATI-developed GPU in the XBOX 360) is reporteldy capable of 500 million POLYGON TRIANGLES/SEC (1.5 Billion vertices). As impressive as that sounds, I belive those are the numbers for unlit, unshaded geometry…raw triangle setup.
Transformed, shaded and lit for gameplay, I’ll bet the “poly-per-second” (or tri-per-sec) count is much much lower…depending on which engine and the scene details…
Anybody got any hard data on that?
Adam
BOXX labs