View Full Version : X800pro and Lightwave
I've been impressed so far with the x800pro, haven't had any problems with the drivers and LW yet, although, I'd like to be able to span my taskbar onto my second monitor. I'm onto some Maya testing now...
350,000 polygons is workable with the x800pro, can't wait to see what the 6800 can push...
I've been impressed so far with the x800pro, haven't had any problems with the drivers and LW yet, although, I'd like to be able to span my taskbar onto my second monitor. I'm onto some Maya testing now...
350,000 polygons is workable with the x800pro, can't wait to see what the 6800 can push...
OMG, LW needs to let the hardware do more work. Maybe LW would be faster. The X800 Pro can push more than 700 million polygons per second.
OMG, LW needs to let the hardware do more work. Maybe LW would be faster. The X800 Pro can push more than 700 million polygons per second.
So that should work out at 2000 fps?
So that should work out at 2000 fps?
I don't think LW is allowing the X800 Pro to do much work and relying more on the CPU. I doubt it'll run at 2000 FPS for that reason.
BTW, X800 Pro actually has more polygon pushing power than a 450 MHz 6800UE. I think the 6800 series' true DM counters X800's superior polygon count.
OMG, LW needs to let the hardware do more work. Maybe LW would be faster. The X800 Pro can push more than 700 million polygons per second.
No application can push 700 million polygons a second.
I get less poly pushin in Maya, and about the same in 3dsMax.
and you'd think that if it can push 700million a second we would at least see a million of that in games right?
were not even seeing that....
No application can push 700 million polygons a second.
I get less poly pushin in Maya, and about the same in 3dsMax.
and you'd think that if it can push 700million a second we would at least see a million of that in games right?
were not even seeing that....
STALKER has 3 million polygons per frame...
jarred... I think i might have mentioned this in another of your threads..
for multiple monitors using an ati-card.. consider using ULTRAMON
http://www.realtimesoft.com/ultramon/
an example of the smart taskbar option...
http://www.realtimesoft.com/ultramon/tour/smart_taskbar_desktop.jpg
STALKER has 3 million polygons per frame...
I seriously doubt that, I'd like to see a single wireframe capture of it.
you'd think character poly counts would be like 25,000 poly's, but there not. I doubt it can push 3 million untextured polygons...
do you know what 3 million polygons looks like? it's absurd what you can do with it.
the new unreal characters aren't even pushing 15k polys...
jarred... I think i might have mentioned this in another of your threads..
for multiple monitors using an ati-card.. consider using ULTRAMON
http://www.realtimesoft.com/ultramon/
an example of the smart taskbar option...
http://www.realtimesoft.com/ultramon/tour/smart_taskbar_desktop.jpg
I'll download it thanks, but I shouldn't have to do this, Ati's drivers should just ****ing work. :)
I seriously doubt that, I'd like to see a single wireframe capture of it.
you'd think character poly counts would be like 25,000 poly's, but there not. I doubt it can push 3 million untextured polygons...
do you know what 3 million polygons looks like? it's absurd what you can do with it.
the new unreal characters aren't even pushing 15k polys...
http://www.stalker-game.com/index.php?t=game&s=gameplay&ss=faq#32
When completed, the latest accelerator generation boards, such as GeForce FX will allow up to 3.000.000 polygons per frame under good fps in S.T.A.L.K.E.R. The game world will be very detailed thenJ.
The minimum guaranteed is 200.000 polygons. The maximum is 3.000.000.
I'll download it thanks, but I shouldn't have to do this, Ati's drivers should just ****ing work. :)
they do work... just not the way we want them to :D
http://www.stalker-game.com/index.php?t=game&s=gameplay&ss=faq#32
I don't believe it, I wanna see a wireframe still, ...3 million polygons!? com'on dude thats insane, it's not gonna happen realtime.
and I've played Stalker at E3, there aws nowehere close to a million polygons going on in that game, trust me.
3 million polygons in ONE second, is NOT a playable framerate, nor a workable framerate.
and the link was broken for me...
Jarred!
Please run this test in MAYA:
http://www.maya-testcenter.de/3dabout.html
With my Nvidia 5900 XT :
Wireframe: 119 fps
Shaded : 17.7
Textured: 17.6
Textured & light: 14.3
Thanks!
I don't believe it, I wanna see a wireframe still, ...3 million polygons!? com'on dude thats insane, it's not gonna happen realtime.
and I've played Stalker at E3, there aws nowehere close to a million polygons going on in that game, trust me.
3 million polygons in ONE second, is NOT a playable framerate, nor a workable framerate.
and the link was broken for me...
Do you have Flash 6?
http://www.macromedia.com/shockwave/download/download.cgi?P1_Prod_Version=ShockwaveFlash
You need that to view the site. Perhaps the polygon counts were huge because the draw distance is great.
Here's another link:
http://www.nvidia.com/object/game_stalker.html
Features:
Extremely dense geometry, 3 million polygons per frame
Dynamic shadows and lighting
Extensive use of vertex and pixel shaders
Optimizations and special support for NVIDIA GeForce FX
I know it's old but it's interesting.
believe what you want dude, Stalker is not pushing anywhere close to 3 million polygons, I know what even a million polygons look like, and it isn't in Stalker.
believe what you want dude, Stalker is not pushing anywhere close to 3 million polygons, I know what even a million polygons look like, and it isn't in Stalker.
It did say, "When completed". BTW, what does 3 million polygons look like?
Maybe the developers arranged the vertices in a special way to make it have 3 million polygons(if you arrange vertices correctly you can actually have much more polygons than vertices).
3 million polygons a second is different than 3 million polygons at a playable framerate. It's possible for it to push possibly 300k, but once you start putting textures on those polys, and start throwing in lighting/AI and animation, suddenly things start to bog down, and the first thing that gets killed is the large polycounts, (if were talkin millions)
your talking about tri-stripping, which is an efficient way for cpu's and gpu's to handle geometry, unfortunately not everything can be build with tri-stripping.
here's what just one million polygons looks like, (and it's not even showing them all at once, there's about 100k off the sides of the screen,
as you can clearly see, we are in no way even seeing this kind of poly counts in games right now.
3 million polygons a second is different than 3 million polygons at a playable framerate. It's possible for it to push possibly 300k, but once you start putting textures on those polys, and start throwing in lighting/AI and animation, suddenly things start to bog down, and the first thing that gets killed is the large polycounts, (if were talkin millions)
your talking about tri-stripping, which is an efficient way for cpu's and gpu's to handle geometry, unfortunately not everything can be build with tri-stripping.
here's what just one million polygons looks like, (and it's not even showing them all at once, there's about 100k off the sides of the screen,
as you can clearly see, we are in no way even seeing this kind of poly counts in games right now.
Maybe the GeForce 6800 Ultra's Vertex Stream Divider will help. I think there's other uses for it besides geometry instancing.
Lfctony
06-27-04, 05:51 AM
UltraMon works like a charm, I might even buy it.
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