I mean there needs to be a balance between huge textures + fx's, and triangle counts.
Just look at the latest hot game from blizzard: Warcraft 3. This is the only first PC game in my opinion that successfully try to balance the use of texture and poly counts. Now try to max out the video setting options. I bet even with a combination of P4 + geforce 3 has difficulties of maintaining a mere 60 fps on moderate to heavy count of critters in a given screen.
For those who are satisfied with the GF3+ triangle setup capacity ($$$ card already, + huge 128MB mem) , I bet that most will admit that even from farthest in-game camera position, a WC3 creature seems pointy and patchy. Note: high texture won't help much.
Have anybody seen PS2 game demo of Ratchet and Clank by Insomniac? I would rather go low resolution (ok, individual choice here) with adequate triangles for objects rather than explosive on resolution + huge texture but in a flat wall and ceiling environtmnts .
Again, it is about balance.
Just look at the latest hot game from blizzard: Warcraft 3. This is the only first PC game in my opinion that successfully try to balance the use of texture and poly counts. Now try to max out the video setting options. I bet even with a combination of P4 + geforce 3 has difficulties of maintaining a mere 60 fps on moderate to heavy count of critters in a given screen.
For those who are satisfied with the GF3+ triangle setup capacity ($$$ card already, + huge 128MB mem) , I bet that most will admit that even from farthest in-game camera position, a WC3 creature seems pointy and patchy. Note: high texture won't help much.
Have anybody seen PS2 game demo of Ratchet and Clank by Insomniac? I would rather go low resolution (ok, individual choice here) with adequate triangles for objects rather than explosive on resolution + huge texture but in a flat wall and ceiling environtmnts .
Again, it is about balance.