That's not true at all. Anything besides your basic frustum culling requires a lot of CPU work, and that's not happening on an ARM11. Normal maps only add surface detail, and do nothing silhouettes. Plus a lot of times you need to split up surfaces so that you can mirror texture coords, or add per-vertex lighting/color. Tessellation increases the triangle count, meaning it makes the problem even worse.Teufelhuhn
In the case of normal mapping, doesn't the added surface detail replace the need for more detailed models(i.e. higher poly count)? I remember reading that IW managed to have higher quality character models in COD4 despite using lower poly models than COD2 as a result of normal mapping.
So does normal mapping make use of tessellation illogical, or is it simply too computationally intense for a gpu like the PICA200 to handle? I assumed that these techniques would just work like they do on current PCs, but I guess there's a baseline power requirement to utilitze them. Thanks for your input, I'm always glad to learn more about game development.:)
[QUOTE="gamecubepad"]
Back to what I was saying, though. Autostereo will make the games look way better than increased poly count could ever manage to do on it's own.Teufelhuhn
One of the biggest problems with 3D games is that 2D billboards/imposters stand out way more than they used to. Replacing them requires adding polygons, and increasing the pixel shader load.
I still feel like the stereo3D effect will do more for perceived image quality than just throwing more polygons at the scene. I had the chance to play around with Nvidia's 3D vision, and even something as simple as a cube looks incredible floating in space before your eyes, and is an effect that a high poly scene with the highest quality lighting and DoF can't replicate.
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