Compiling a game and playing it,are two very different things,and you know it.
The example i gave still applies,because while getting 100+fps in today's games is indeed overkill,the fact remains that we have cpu's that are already capable enough to play next generation games with 60/70/80 polys per frame,but not the bus to match.at least not until most people have systems wich no longer rely on standard sdram.
Do you really think that of those 500 megs,developers will use it all up in vertex data???,there are other considerations like texture uploads,sound,AI,physics,gameplay,collision,clippi ng,etc..
All those nibble away at those 500 megs of bandwith which can't be completely dedicated to feed just the video card.
So real terms,you won't have much more than those 266 megs available for the video card anyways.
The example i gave still applies,because while getting 100+fps in today's games is indeed overkill,the fact remains that we have cpu's that are already capable enough to play next generation games with 60/70/80 polys per frame,but not the bus to match.at least not until most people have systems wich no longer rely on standard sdram.
Do you really think that of those 500 megs,developers will use it all up in vertex data???,there are other considerations like texture uploads,sound,AI,physics,gameplay,collision,clippi ng,etc..
All those nibble away at those 500 megs of bandwith which can't be completely dedicated to feed just the video card.
So real terms,you won't have much more than those 266 megs available for the video card anyways.
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