Looking ahead…
A typical Christmas 1998 PC game
- 800x600 to 1024x768 or 1280x1024 target resolution
- 4-6 rendering passes for diffuse texture, light texture, dynamic lighting, specular/bump texture, glow/emitter texture, and fog/atmospheric effects
- 32-bit rendering and frame buffer for precision blending for multi-pass rendering
500 Mpixels/second, 4 textures/pass
- 2 4-texture passes (500Mp/s), effective fill rate: 500/2 = 250 Mp/s
250 Mpixels/second, 2 textures/pass
- 3 2-texture passes, effective fill rate: 250/3 = 83 Mp/s
100 Mpixels/second, 1 texture/pass
- 6 1-texture passes, effective fill rate: 100/6 = 16 Mp/s