I learned from some game company interview that the ps3 is much more efficient at rendering quads than it is tris. I wanted to ask anyone actually working on ps3 titles what they're experience has been with this (if it's indeed true) and how it has affected your workflow.
Cheers
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John Carmack talked about how using quads just wasn't very good compared to tris, but that was back in the Quake1 days. Things have changed since then, so maybe quads have become a good idea (considering the unique processing properties of the ps3, this isn't too far out there I don't think)...
ill try ask around about ps3 .
I work with PS3 and 360, but I've not been made aware of any "quad beats tri" code (we doe have rock beats scissors code).
As I'm sure you are aware, a triangle is the smallest polygon you can have. When you have one triangle drawn, drawing a second means calculating 1 extra vert in addition to two others to make an extra polygon. For that reason, in my own head, at this point in time, I don't see an advantage to rendering quads in game.
I expect a tech post in the next 2 hours will prove me wrong.
How can paper beat rock? Eh?
I think there would have been a larger industry notice if quad rendering became more efficient as a standard. There's really no such thing as a quad as far as the rendering engines are concerned, quads are just for human convenience.
Just doesn't seem "right"