640x480x32bits/color = 1.23 Meg RAM 640x480x32bits/color = 1.23 Meg RAM 640x480x16bits depth = .61 Meg RAM ----------------------------------- Dbl Buffered, Z disp = 3.07 Meg RAMSo we can run double buffered, depth aware, at TV res with 1MB for textures.
The pixel fill rate (with all bells and whistles) is 1.2 G/sec:
Pixels/Second = 1,200,000,000 Frames/Second = 60 Pixels/Frame = 20,000,000 Pixels/Screen = 640*480 = 307,000 Overdraw = 20M/307K = 65That is to say, we can redraw every pixel 65 times on each frame without pain. Forget BSP trees, fancy sort algorithms - just feed the GS triangles and let the Z-buffer deal with visibility!
Ops/Second = 300,000,000 Ops/Transform = 8 Vertices/Second = 37,500,000 Vertices/Frame = 625,000 Pixels/Frame = 20,000,000 Pixels/Vertex = 32Thus, the sweet spot is drawing triangles of between 32 and 96 pixels (triangle strips approach 1 vertex per triangle, disjoint triangles need three vertices per triangle.)
Assuming we assign half the drawing power to the static scenery, and optimize that scenery with triangle strips, we get:
Vectices/Frame = 312,500 Vectices/Triangle = 1.5 (4 triangles per 6 vertices) Triangles/Frame = 208,000
Time on course = 240 seconds Triangles/Frame = 208,000 New Triangles/Second = 867 New Triangles/Frame = 16.5SSX can devote 867 triangles of track to each second of game play without bothering to do any optimization at all!
Triangles = 208,000 Buildings = 200 Triangles/Building = 104 Triangles/Cube = 12 Cubes/Building = 8.87GTA3 can draw the whole city without optimization if a "building" has the complexity of 9 cubes (e.g. the main structure, two side roads, a few concrete divider thingies.)
All in all, this machine is looking pretty cool!