[GD-Consoles] render cost
Brought to you by:
vexxed72
From: R & D \(GameBrains\) <res...@ga...> - 2002-07-19 05:31:40
|
Howdy, I was wondering if anybody could help me estimate the various tradeoffs = in rendering on PS2, GCN and Xbox. For example, state changes are = considered "bad", but how bad are they? At some point a skin becomes so = large that memory page breaks combined with dma transfer time yield = multiple smaller textures a more appropriate solution, and how does = number of polys factor into this? Does anybody have any rules of thumbs = for the various consoles regarding this type of performance = benchmarking? Finally, is there a "language" for this type of = benchmarking? Is it common to use Big-O notation? For anybody who is = not sure of the cost as a ratio or algorithm, just hard numbers would be = helpful too (e.g. our last game had 32 4,000 poly characters on screen @ = 60hz each with a different 512x512 8 bit skin, etc.) Cheers, Brett Bibby GameBrains |