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Poly allowance/limit on 360?

Last post 03-13-2008 3:38 PM by Rob Segal. 2 replies.
  • 03-13-2008 3:27 PM

    Poly allowance/limit on 360?

        Is anyone aware of poly limits the Xbox 360 can handle?  I've seen a few discussions in the forums on this topic but haven't been able to locate a hard number.  Seems to be that people will just test for a limit by dumping a whole bunch of polys on screen and seeing how the Xbox handles it.
  • 03-13-2008 3:35 PM In reply to

    Re: Poly allowance/limit on 360?

    That's because there is no hard number. If you are performing simple per-vertex lighting you can do way more than if you have some elaborate multi-textured and bump mapped polygons. Beyond that it will do you no good to know this limit because once you have your game running, other things will affect this. Just make your graphics how you like them and work on your game. If it turns out you have too many polys for the effects you are using and the other things going on, then reduce the poly count. Usually the more important factor is the number of draw calls you are making. The Xbox GPU is a beast and can shred through triangles, but if you are only sending one or two at a time, you will kill it shortly because of the overhead of draw calls. The more you batch together, the more you can draw.

    Nick Gravelyn -- Microsoft XNA MVP
    Blog | XNA Wiki | FX-izer | EasyZip | Current Adventures | Next-Gen
  • 03-13-2008 3:38 PM In reply to

    Re: Poly allowance/limit on 360?

    Awesome.  Thanks for the quick reply Nick.
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