Clearly you guys don't know what I'm talking about.
The arrow (viewing frustum) is were I'm talking about. It's were the statues are that add up to 16 billion triangles.
Arrow (near view plane) is the screen, is what you guys are talking about. You think I don't know how Nanite works?
In the UE5 PS5 demo the dev said,
"There are over a billion triangles of source geometry in each frame, that Nanite crunhes down losslessly to around 20 million drawn triangles."
Source geometry = (3d model)
Drawn triangles = (What's displayed on screen)
3D rendering is the 3D computer graphics process of converting 3D models into 2D images to display on a screen.
I was from the very beginning telling you guys I'm talking about the statues (3d models), but you guys kept making me look like I don't know what I'm talking about.
The statue was imported directly from ZBrush and is more than 33 million triangles. Directly, meaning it wasn't edited to reduce triangle count.
The reason for so many triangles and 8k textures, is when you get closeup to an object. It will maintain full details and fidelity when rendered, even though it's output resolution is only 1440p.
Watch this video, cause clearly you guys know little about videogames.
Back to my main point about not seeing the benefits of fast and narrow. Fast and narrow design maybe to help handle billions small triangles, which Deathloop doesn't have. So will have to wait for a game with that many triangles on both PC and consoles to judge Cerny.