Some of it is because of the depth of field, which we don't get except for CS's now and the shaders are different, they switched to deferred shading I believe is what it is for 2.0
1 quad = 2 tri = 4 verts.
Verts can be shared so the number can vary , example : if you have 4 quads arranged in a square shape, 4 quads= 8 tris = 9 verts. Where as if the 4 quads were in a strip/row it would be 4 quads = 8 tris = 10 verts.
Also depending on the engine sometimes it will split edges/verts at UV seams . So the 4 in the shape of a square becomes 4 quads = 8 triangles = 16 verts (Assuming a UV seam and the engine is splitting the verts at every connecting edge.)
Which is why usually I refer to Triangles or Verts when talking optimization. a 'poly' can be multiple triangles or 1 but in the example showed at GDC I assume they mean 'triangle' since in my pot example was 470 quads, which would mean 940 Tris and that is without the caps on the cylinder and just a stupid rough estimate of the foliage by bloating the roundness a bit. So 1k doesn't seem too bad to me for an asset like that, sure you could take it a little lower, but at a certain point it becomes very Jagged since it is a cylinder.
Example of why I hate the term poly. By simply connecting the verts with edges it changes the statistic count of "Poly" so again I assume they are referencing "triangles" since as you can see between the three images - the triangle count doesn't change.
Also in regards to the 1.0 screens. You can right click >view image , to get a better look at them. , it is smaller though because I played a tad lower res for better 3d performance.



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