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Polygons per second peak

category: general [glöplog]
 
Just a little question.

When they say "polygons per second peak" in gfx card and console specs is there an exact definition?

Are they pure flat polygons?
Do they mean only the polygon setup before rendering, or also the rasterization? And how small should they be?

Do these numbers represent the whole process to translate, rotate and project, polygon setup and then flat rendering (with or without lighting calculation for the flat polygon color?) of a scene that displays specific number of polygons per frame of animation, that later multipied by the frames per second to give the final number? And how much or small the scene polygons should be to represent this number? Any specific idea of how they benchmark these numbers?

Ok, I know that these numbers are sometimes meaningless and just marketing and that scenes in games or demos would be quite different than the theoritical peak but I'd still like to know theoritically what kind of benchmark test would be more close to these theoritical numbers? Ok, I was just reading some console specs and would like to make some comparisons..
added on the 2007-08-10 17:39:44 by Optimus Optimus
its really nice that you haven't yet found this amazing page called google ;)
added on the 2007-08-10 17:43:24 by uns3en_ uns3en_
It's probably the peak of how many polygons from memory can be transfered to the actual screen, since memory reads are the slowest part of everything. And all of that is coated with a layer of corporate bullshit. And now, with unified shader architecture, it kind of does not make sense.
added on the 2007-08-10 17:43:39 by imbusy imbusy
uns3en: I searched and still couldn't found any good definition of it (there wasn't even something on wikipedia) so I thought about asking here.
added on the 2007-08-10 17:46:19 by Optimus Optimus

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