THE LIMITS
Why are we still powering games at 100fps+, where fps looks like a cardiogram?
What happens when #triangles is > #pixels? 19x10 .. is 2MP. A 100 mtri game would have 50 triangles/pixel... inefficient.. you think so?
What happens when #SP is > #pixels? Just a couple quick years and we already have 1600-3200SP. Once we reach millions of SP, we'll have enormous inefficiencies.
1. First of all, Crysis is over 2 years old (Nov 2007). I don't exactly see the likes of Batman Asylum pushing the envelope. The "saddest" part is that it took Carmack from id, 15-20 lines of code to implement mega-textures.. something even he was astonished nobody did yet.
2. Bigger texture and more triangles is an uphill battle of diminishing returns. ex. 3x bigger texture uses 9x more bandwidth/space. This brute force is wrong approach.
3. Every game, ESPECIALLY those like Crysis, use clever tricks to drastically reduce amount of work being done with minimal loss of detail. This is not a bad thing. This is why Radeon 9700 could do AA so easily.
4. Chumbucket843, thanks for sparse voxel example. THIS is what I want to see more of. More innovation. Not just more of the same. I think Fermi is VERY AGGRESSIVE step in the right direction.
PS: Gene/DNA computers are supposedly super at parallel tasks. So 3D gaming on "embroys" is a go?







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