Looking ahead…Polygon rate vs. Multi-texture rate
Christmas 1998 class of games - lighting / shading model
- 4-6 rendering passes for diffuse texture, light texture, dynamic lighting, specular/bump texture, glow/emitter texture, and fog/atmospheric effects
2M triangles/second peak rate (hardware), 4 textures/pixel/pass
- 2 passes - effective polygon rate rate: 2M/2 = 1M triangles/s
2M triangles/second peak rate (hardware), 2 textures/pixel/pass
- 3 passes - effective polygon rate rate: 2M/3 = 666k triangles/s
1M triangles/second peak rate (hardware), 2 textures/pixel/pass
- 3 passes - effective polygon rate rate: 1M/3 = 333k triangles/s
1M triangles/second peak rate (hardware), 1 textures/pixel/pass
- 6 passes - effective polygon rate rate: 1M/6 = 167k triangles/s