I know no body really develops 3D Games for Windows Phones, but I worked with a tiny development firm and I was leading the bench marking before the project was scraped. We were able to solidify the fact that any windows phones (the newer ones can tremendously exceed these numbers with the new hardware), including the very first of the first generation phones, can view comfortably about 30k Tris on the screen at a time. We know this number can go higher, but we had 30k comfortably with absolutely no lag (at the time they were static meshes). We were using 600 Tri characters with 256 textures, fully rigged and ready to go. I am unable to really give any very specific information regarding Vram and buffering, etc. This information can easily be found online though, via google. Just thought I would share my findings. These bench marks were used to find if our ideas were possible, and might seem unpractical (like the 256 textures, normally we would use 128s max)
Windows Phone (Information gathered via Tech demos/Bench Marks):
- Tris on Screen (comfortably): 30k, these were static meshes, using 256*256 textures
- Max Texture Size: 2056, might be higher, I know this number is shared with the xbox 360, as they share many caps when it comes to game development. Obviously the phones cant handle the same loads (this should obviously be common knowledge... I hope)
- Can support up to 72 bones per character
- No Normal map support, just diffuse (not sure about specular, didn't make it into our benches)
I know this list is incomplete, like I said, and I will update if any more information is pulled from out tech demos and benchmarks. More information, including extensive information and specs on everything I listed can be found online. Just thought I would share our findings
I don't think that sounds right either.
15.3M polygons a second sounds like far too much, I mean even the original PSP can't do anything like that, sounds more like the Vita specs honestly, and even then I'd say its probably pushing it. That'd make the 3DS on par with the 360 and the ps3 practically. From what I understand the 3DS is essentially on par with the VITA, running at I believe 30FPS (due to duel screen + 3d effect).
Replies
http://blog.wolfire.com/2010/06/Aquaria-on-the-PSP
The PSP game I made used 512x512 textures, so I know this first hand.
Windows Phone (Information gathered via Tech demos/Bench Marks):
- Tris on Screen (comfortably): 30k, these were static meshes, using 256*256 textures
- Max Texture Size: 2056, might be higher, I know this number is shared with the xbox 360, as they share many caps when it comes to game development. Obviously the phones cant handle the same loads (this should obviously be common knowledge... I hope)
- Can support up to 72 bones per character
- No Normal map support, just diffuse (not sure about specular, didn't make it into our benches)
I know this list is incomplete, like I said, and I will update if any more information is pulled from out tech demos and benchmarks. More information, including extensive information and specs on everything I listed can be found online. Just thought I would share our findings
Has anyone found some infos on nintendo 3ds assets specifications?
I googled this :
But it's hard to interpret it for a game artist :P
15.3M polygons a second sounds like far too much, I mean even the original PSP can't do anything like that, sounds more like the Vita specs honestly, and even then I'd say its probably pushing it. That'd make the 3DS on par with the 360 and the ps3 practically. From what I understand the 3DS is essentially on par with the VITA, running at I believe 30FPS (due to duel screen + 3d effect).