This should be interesting

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How many traingles per frame in todays high end games?

Less than 50K
0
No votes
50K
1
14%
75K
1
14%
100K
0
No votes
150K
0
No votes
250K
2
29%
500K
2
29%
750K
0
No votes
1M
0
No votes
1.5M
1
14%
 
Total votes: 7

Darkheart
Posts: 492
Joined: Wed Nov 22, 2000 6:11 am
Location: West Yorkshire UK

This should be interesting

Post by Darkheart »

How many triangles per frame (often reffered to as the polycount for a scene) do you think we currently see in top end games?

Choose whatever you think is optimal for the most complex games we see today.
Darkheart
Posts: 492
Joined: Wed Nov 22, 2000 6:11 am
Location: West Yorkshire UK

Post by Darkheart »

38 reads and 2 votes :( , come on guys this is in the interest of science, it doesn't matter if your right or wrong no-ones gonna come round to your place with a big stick (I promise). I promise some interesting info when the poll is complete. Can't say much else or I will bias the poll in one direction or another which is not my intention.

Darkheart
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Hipnotic_Tranz
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Post by Hipnotic_Tranz »

I'd be willing to bet most of us are uneducated on what you're asking (I know I don't fully understand :) ) so our first thought would be the more the better, but then again that would give you the wrong type of results you're looking for.
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Darkheart
Posts: 492
Joined: Wed Nov 22, 2000 6:11 am
Location: West Yorkshire UK

Post by Darkheart »

Nah I'm just interested in the numbers of triangles people think are in games ATM. Nvidia and Ati are always chucking numbers around e.g. Geforce 2 GTS has a figure of 24M triangles per sec, Geforce 4 claims roughly 45M per sec. These are theoretical numbers for sure, but how do you think that actually translates down to real world performance i.e. the number of traingles (think of it as scene complexity) that we actually see in our games today.

Darkheart
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