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Above are some images, provided by Nvidia, that reveal the sort of geometric complexity involved in this scene. The lower shot, in wireframe mode, gives us a sense of the polygon sizes. Unfortunately, these images were obviously resized by Nvidia before they came to us, so we can't really estimate the number of pixels per polygon by looking at them. Still, we have a clear sense that many, many polygons are in use—more than most of today's games.
Is this an egregious overuse of polygons, as AMD contends? I'm not sure, but I'd say it's less than optimal, for a few reasons. One oddity is demonstrated, albeit poorly, in the image on the right. Although everything is turned at a nearly 45° angle, what you're seeing at the center of the picture is something important: essentially flat ground. That flat surface is covered with large number of polygons, all finely subdivided into a complex mesh. A really good dynamic tessellation algorithm wouldn't find any reason to subdivide a flat area into so many triangles. We've seen such routines in operation before, or we wouldn't know to point this out. And there's a fair amount of flat ground in the HAWX 2 benchmark map, as shown between the mountains in the image below.