PainKiller-
"I've wondered if it may be possible to, instead of making 3d chips that can process lighting and pixel shading and things like that that make the scene look better, make a 3d chip that simply focuses on processing scenes with no fancy effects, maye just very simple flat gourad shading or something but a HUGE poly number."
They have had dedicated T&L chips, seperate from rasterizers, for many years now. With today's fabrication technology it just doesn't make much sense anymore(you can fit the transistors on die to handle it all wih one chip).
I've always wished we could do things like 3d rollercoaster tycoon and other such strategy games where it would be really nice to have the scene represented by some very simple 3d.
You could handle that today, actually wouldn't even be that difficult. Trick is to use a geometric LOD system and 'dumb down' the geometry the further away you move, pull in closer and the geometry tesselates down to more detailed shapes.
"maybe some way of representing objects in a simpler fashion with lots of compression to decrease the volume of data going to the graphics card and the processing that would have to be done by the cpu."
HOS- Higher Order Surfaces. Everything GeForce3 and newer supports it one way or another, although you are likely thinking of more sophisticated levels then what is currently available.
"really? you sure a gf4 could do a giant rollercoaster tycoon map in realtime 3d?! I don't think so... I think you'd need > 10million polys for that
At 10Million polys per frame you are talking much better then CGI movie quality most of the time. I think you'd find one tenth of that would be plenty enough, particularly if you were using a geometric LOD system where even a million polys per frame would be a bit much(you could pull it off with much less).
anyway, also I think the main problem would be that the cpu and memory would be bogged down with too much data
I alreday mentioned HOS, to expand on that a bit currently it works by doing things like defining a point for the center and a radius to determine volume and then tesselates. Even if we skip that though, AGP 1X is enough to handle about 10Million vertices per second, and that is without buffering vertex data to on board RAM. Compared to texture data, geometry is very low on memory and bandwith requirements.
FishTanx-
"They use them for working on wireframe grahpics, and most of the time they're not cards, they're computers (SGI 2CPU workstation ring a bell? One heck of a powerhouse) running software T&L with a simple rasterizer card (Imagine Voodoo2 on sterroroids)."
Actually, the run of the mill SGI dual CPU workstation uses a hardware T&L based graphics board. The real nast poly pushers are the IR3 stations which push over 100CPUs and base in the six figure range(that is equipped with only a handful of processors).
Shalmanese
"what about something like the PS2, wasnt that designed to push massive amounts of polys (2560 bit pipe)"
Actually, the XBox can handle more polys then the PS2. The PS2 does have massive data bandwith between certain components, and it can handle a lot of polys, but the XBox can actually best it fairly soundly.