• Re: 3DO: How many polygons per second ?

    From Albert Abramson@21:1/5 to John Capra on Wed Apr 5 23:42:40 2023
    On Sunday, July 16, 1995 at 3:00:00 AM UTC-4, John Capra wrote:
    The 1million polygons refers to the raw ppower while the 700,000 is the numbre of polygons with all of the additional hardware features on them (textured, shading,alpha channel, etc.). If you want to talk straight
    virt. fighter one plain polygons, the number is one million. The M2 is
    going to be simply incredible. I have a feeling that it will take time
    for developers' imaginations to catch up with the possibilities of this system, the initial games will be only shadow of what's actually possible.
    -
    JOHN CAPRA [email protected]

    This thread brings back memories of the fog of war from the Console Wars.
    I.e., three decades out, we can now see that every vendor seemed to be exaggerating their poly figures. We now know that:
    system textured/shaded flat-shaded
    PS1 160k (*120k actual) 360k
    Saturn 180k(<100k actual) 500k (using the VLIW-like DSP)
    3DO 20k (50k actual?) 25k
    3DO M2 700k 1 million
    Jaguar 10k
    Jaguar 2 900k 2.5 million
    32X 180k 50k
    Sega CD 3,000
    Sega SVP 9,000 20,000
    Nintendo 64 180k 500k
    Voodoo 1.5 million
    Voodoo 2 3 million
    Dreamcast 3-6 million
    PS2 75 million (3-20 million actual games)
    PS3 3,800 million (est.)
    *Note: Due to poor software libraries, most PS1 launch era titles averaged 5,000-20,000 pps.

    Sad that the Jaguar 2 (nearly completed when this thread was running) was never released. Backward compatible with the 50 or so Jag titles (plus about 50 more that were never completed), ATARI might've had a shot at a real comeback.

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