N64: 160,000 polys/secSystem 22: 240,000 polys/sec
SEGA MODEL 2: 300,000 polys/sec (no gouraud shading)
3DFX: 250,000 ~ 350,000 polys/sec
PowerVR PCX1/2: 250,000 ~ 350,000 polys/sec
3DO M2: 300,000~500,000 polys/sec
Real3D/100: 750,000 polys/sec
3DO MX: 1,000,000 polys/sec
SEGA MODEL 3 (2x Real3D/Pro-1000s): 1,000,000 ~ 1,500,000 polys/sec
SEGA Dreamcast/NAOMI: 3,000,000 ~ 7,000,000 polys/sec
E, ναι, μειώνοντας το draw distance στα 5-10 μέτρα, ακόμα και το N64 θα τα κατάφερνε.f2bnp είπε:Ούτε από γραφικά δείχνει κάτι τόσο φοβερό, μάλιστα στοιχηματίζω πως με το απαραίτητο fog μπορούσε να γίνει και σε N64
(Aξιζει να διαβασετε ολο το Thread.)The physics and driving engine for IMSA were licensed from the company that made the arcade game Hard Drivin'. The graphics engine was something called "Mercury" that an external developer had written and then sold back to 3DO, at which point it became our official graphics engine which we encouraged other developers to use.