At 55 fps, that's 1 million poly/frame. For tessellated polygons, the average is 1 vertex / poly. Using floats, that's 3*4 bytes / poly. Add another 4 for color / texture map coords and I get 16 MB.
But this is beside the point. As the article say, with this much vector floating point power, you use some for the rendering and the rest elsewhere - physics, fogging etc.
500 mips? Psshaw. You ain't seen nothin yet.
on
Playstation 2 Specs
·
· Score: 1
It does say what instructions - Dhrystones 2.1 - not the best benchmark in the world, but still very commonly used for embedded processors.
And of course the great thing is that you don't
even need to send them a CV / resume - after all
they know more about you than you know yourself.
At 55 fps, that's 1 million poly/frame. For tessellated polygons, the average is 1 vertex / poly. Using floats, that's 3*4 bytes / poly. Add another 4 for color / texture map coords and I get 16 MB.
But this is beside the point. As the article say, with this much vector floating point power, you use some for the rendering and the rest elsewhere - physics, fogging etc.
It does say what instructions - Dhrystones 2.1 - not the best benchmark in the world, but still very commonly used for embedded processors.