Newgamemodder said:
EDIT: Confused over the 4 MB/s part, do you mean the bus size would have to be that?, a modern GPU can run at 936 GB/s. Or are those 4 MB/s an online specific thing? What i don't understand is if the rumors of the PS5 being able to run (theoretically) 8 billion polygons per second can't a PC run more/better?
My commentary was related to my own experience working with RTS game prototypes.
The 4 MB/s is related to network transmission in multi-player case (in client-server approach), it would pretty much be either “heavily optimize on networking” or literally “no-go”. In single-player only scenarios, this will not concern you at all.
The main thought behind my post is, that you're trying to find a problem somewhere, where it doesn't exist. This is not a question of 8 billion or 40 billion polygons a second. You will never hit that limit. Why?
You will hit many more problems on game logic side - like AI, path finding, physics, etc. - much earlier than hitting a performance problem in rendering any amount of triangles. You will hit any other rendering problem (ranging from insufficient memory, to shading being too heavy) much much earlier than hitting a performance problems due to amount of rendered triangles. This applies unless you try to do anything stupid of course (that includes rendering 1 million triangle character to single pixel - you don't want to do that from obvious reasons - that is why LOD was invented).
…
Let me describe you example performance problem, which you will hit much earlier than rendering the characters:
Each single one of the 3000 characters throw a single grenade at each other in one tick. A second later all grenades explode at once. Now, you need to calculate how much damage each grenade explosion did to each character. Keep in mind that you have just 16ms to solve this whole problem - i.e. single game tick.
Make sure you can handle game logic for large amount of characters first (replace them with boxes or capsules). If it runs smoothly without any problem - then congratulations, you can start worrying about making it pretty. But if that won't run smoothly - no amount of optimizations on graphics side (like lowering polygons count) will save it.