Actually, polygon count still matters VERY much. Normal maps are just a "trick" to simulate geometry and reduce it. If polycount didn't matter, we wouldn't need normal maps to begin with! :)
But I silently long for the day we replace triangles. They're getting dated, and holding back modern graphics. I bet within the next few generations of GPUs, we'll see something like voxels emerge to claim the throne. :D
didnt he say the level mesh is 1 mill, which is probably optimised to fuck by an oct-tree or summit, not the character...? or am i missing something?
that would be cool if those beams were endless and you had a bunch of enemy planes flying through attacking you...and you have to manuever and blow them up...and the enemies just kept coming...getting harder and bigger...I'd zone out playing that. :)
C#/XNA is about 1-2 percent slower than C++. C# is also faster to develop requiring less code and better planning because everything can be thought of as real world objects.
my laptop can take 15 polys realtime :D
ErwinMaster 1 year ago
Thats because polygon counts aren't very important anymore. Now they have normal maps.
digitaldud 2 years ago
Actually, polygon count still matters VERY much. Normal maps are just a "trick" to simulate geometry and reduce it. If polycount didn't matter, we wouldn't need normal maps to begin with! :)
But I silently long for the day we replace triangles. They're getting dated, and holding back modern graphics. I bet within the next few generations of GPUs, we'll see something like voxels emerge to claim the throne. :D
defacto109 2 years ago
voxels x) they're outdated if any.
majsbullen 2 years ago
Heheh! Voxels are taking over!!! ;)
defacto109 2 years ago
I sure hope so. Voxels are delicous :)
l2ic3 2 years ago
This comment has received too many negative votes show
1 mil. polygons for making that whole entire scene is rather pathetiic. most big budget games have 1 mil. polygons in just one charater model
animegod96 2 years ago
most big budget games have dev team
kojo1324 2 years ago
*clap* lol
Evatar7 2 years ago
Noob, Next Gen Charachters has about 10 - 15k Polygons. eg. Gears of Wars characters.
If you have about 1 mio Polys in a ingame char you did seriosly something wrong
ars1983 2 years ago 4
didnt he say the level mesh is 1 mill, which is probably optimised to fuck by an oct-tree or summit, not the character...? or am i missing something?
if not then ur the noob lol
rflood89 2 years ago 2
Comment removed
redsunpro 2 years ago
@animegod96 lol at one million in one character, not even forza 3 cars have that many hahaha
DoCWaSaBe 2 years ago
that would be cool if those beams were endless and you had a bunch of enemy planes flying through attacking you...and you have to manuever and blow them up...and the enemies just kept coming...getting harder and bigger...I'd zone out playing that. :)
cyphi1 3 years ago
Looks cool.
How many draw calls for the scene?
ZephyrGames 3 years ago
We need more programmers working on the Zune games.. There's only about 20 out there and only half of them are worth playing.
I believe i would like to give this a shot myself, it's just slightly intimidating lol.
PyroManicPoductions 3 years ago
i wanna play that on my zune lol XD
oasiac 3 years ago
holy crap, if you throw collisions in there, that would be amazing, but I bet you'd start to slow down, lol
gu1tarfreak 3 years ago
but with an octree you can still get high preformance
crapmaker6 3 years ago
read. the. description
OGMO11 4 years ago
read. the. description
OGMO11 4 years ago
0o0 a single object...if somebody bput this in a game they'd be called crazy.
codekramer 4 years ago
Have you tried running this on the 360? If so, how was the performance there?
Cryovat 4 years ago
Man I wanna know how to program XNA in c# it's just soo hard!!
Garfler 4 years ago
You can do this with mannaged code wow?!!
you shuld have a a monster PC
miketrejo1234 4 years ago
lol. Do research before you post that.
C#/XNA is about 1-2 percent slower than C++. C# is also faster to develop requiring less code and better planning because everything can be thought of as real world objects.
johnfl46 4 years ago
Great! Just the kind of tests I need!... :D...
Just Using Basic effects?
auguches 4 years ago
Any optimization?
auguches 4 years ago
no optimization. just a 1 million poly level mesh thrown into the original as a single object.
realtime8D 4 years ago