Originally Posted by
TVC 15
Riva TNT2 - Early '99
180 Megapixels/second
6 Million polygons per second peak
Voodoo 3 - Mid '99
183 Megapixels/second
8 Million polygons per second peak
PowerVR2 - 98'
100 Megapixels/second (200 to 300 Mpixels/sec deferred rendering rate)
Over 3 Million polygons per second (some homebrew demos have indicated the PowerVR2 absoloute maximum it can setup is 4.2 Million)
I realise thats a bit of a feature checklist but at the end of the day PC hardware before the Geforce 256 relied on the host cpu for Geometry rendering, and the SH-4 with its FPU/Vector unit was faster (at least on paper) than contemporary mainstream PC CPU's until '99. The SH-4 could theoretically calculate at peak efficency around 7 Million polygons a second, but thats most likely 100% maxed out, with no integer caculations i.e A.I Game Logic etc. burdening the CPU. The real hard limit of the DC is how many Polygons the PowerVR can setup, at around 4 Million the PowerVR along with the frame buffer eats up practically all VRAM leaving non behind for Textures etc.
Only until the PS2 (Emotion Engine), Pentium 3, Athlon and T&L chips such as those on the Geforce 256 and Radeon did PC hardware leave the DC in the dust. Before that the DC was very competative.