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    Man. We’ve come a long way. Super impressive. Both DOOM and this person who explains it all.

    On the other hand, no wonder games are so slow today. It’s a shame in games with a “low” graphics option that it doesn’t swap out high polygon models for low ones, and fallback to cheap rendering shortcuts (and lack more effects).

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      I think it’s the most appropriate road to be honest. Polycount hasn’t been that much important in almost 10 years now, with most of the work being done in shaders nowadays what’s going to worry you most are things like pixel space used (considering the heaviest part of rendering is almost always going to be lighting and post).

      A fragment shader will take the same amount to run whenever it’s 10 or 10000 polys, as long as the object takes up the same amount of space on the screen. (and vertex shaders are used for what nowadays? skeletal animations?)