I agree with most of this, I did not write this. A person called HJ Hornbeck took the time to put this all together. Like I said, this is good but not my words. It is worth the time to read and download.
"Here\'s my favorite example of the GameCubes\' power. IGN recently posted a video with the title
Blowing up a Big BaloonLet the movie play for a few seconds, then pause it. There should see several hundred buildings on screen; it\'s an impressive amount of polys, right? Unpause the movie, then let it play. Pause it again a few seconds after the targeting computer pops up then off, yet before your fighter makes a sharp right. Take a close look at the buildings now. Notice how round they are? Notice how some of them are multi-storied, like they have some discs stacked on them? Both of these demonstrate a lot of polygon pushing power. How about the shadows on the buildings, and the little lighted windows? Each uses one texture level, and are quite detailed to boot. And notice that few building models are repeated? That takes a fair bit of memory to pull off, especially given the detail on each building. Now rewind the movie back to the huge panorama of buildings, and have a closer look. While they obviously are less detailed, those distant buildings look amazingly like their up-close brethren. What was impressive before should now look astonishing.
There\'s still more to see, however. Let the movie play again, and pause it before that sharp right again. This time take a closer look at the ground. Notice the circular canal twisting around some of the buildings? And the floor isn\'t flat, either, but littered with small variety of buildings. Again, the amount of polys per second takes a leap. How big a leap, you ask? Rewind the movie to the beginning, and while playing it take a close look at the bottom 1/4 of the screen. If you\'re sharp-eyed, you should be able to spot the little buildings fading in a few kilometers away. I can\'t spot any fade-in on the canals at all.
Still want more? Rewind to the very beginning, and make a note of how the buildings abruptly end on the horizon. If you\'re like me, you probably thought that was the draw distance, the limit before the GameCube had to stop drawing buildings to keep up the framerate. Now let the video play through to the end. There, you\'ll see that your fighter has reached the edge of the city. Rewind to the beginning. Do you see any buildings fading in on the horizon? I don\'t. And that distant edge seems unusually round to be a horizon. Both pieces of evidence lead to one conclusion; the GameCube is displaying the entire city of Bespin at once, not just the portion it can draw.
Finally, play through the video one more time. Despite all this detail, do you ever spot the frame rate taking a hit? The game reportedly runs at a solid 60fps, no matter what happens onscreen. And unlike some of the prettier XBox games, it\'s actually playable, and is due to arrive at launch, not a year after."