Forum: Poser - OFFICIAL


Subject: Real time poser renders? (Xbox thoughts)

soulhuntre opened this issue on Dec 09, 2001 · 14 posts


soulhuntre posted Sun, 09 December 2001 at 10:22 PM

"poser spends half of it's resources to keep up that ridiculous environment."

Well... no. Not nearly half. Obviously the pretty interface takes an above average amount of resources but not nearly half.

"an average pc has more horsepower in it then xbox and better graphic chip"

Again, this is not really accurate - the only chips available for general PC usage that approach the nVidia processor for the Xbox are the Geforce3 and the new Raedon's (8500?) and they fall short...

"David Kirk: The xgpu is based on the next generation of geforce3 architecture, but is far more powerful - it incorporates technology that is in development for the next generation beyond geforce3. Ffor example, geometry processing performance is 2-3x that of geforce3. xgpu and mcpx also incorporate technology that was developed for our nforce platform processor product line, including the directx audio hardware, 3D positional audio, dolby digital encoding, and broadband support." - FunXbox.com Interview with David Kirk of NVIDIA

 

"Setting up joints, bones, IK at the exporter level to meet a dedicated game processor requirements yields wickedly fast performance, but even so, the current crop of realtime 3D characters are a lot lower in poly count and texture size than typical Poser content."

Absolutely Steve, the polygon count issue is one of the reasons that we are getting closer... but not there yet. I do think that the new GPU's ability to calculate extended virtual' polygons will help a lot. For instance the new ATI card can dramatically extend the effective polygon count of a smooth and round (human) mesh.

It's all gonna be really fun to see :)