Andrew Parsons, MD of LTStudios commented, 'In Myriad we have created a highly adaptable engine and toolset which, as far as we know, can handle higher volumes of moving characters than any other engine that's currently available. We're already using many of the features of Myriad in the prototypes that we have under development.'
Joss Ellis, COO of Argonaut Games plc, added 'Whilst, in the main, we manage the Group's technology and tools from our London studio, we do encourage all of our studios to use their technical as well as creative freedom. In Myriad LT has created an engine that is already proving beneficial.'
Features of Myriad – example using human figures in a city environment:
- 500 lit, skinned and fogged people at 60 fps using three levels of detail as follows: LOD 0 - (near) -1928 triangles; LOD 1 - (mid) - 1046 triangles; LOD 2 (far) 325 triangles
- 500 different and separate animations
- 500 AI decision paths
- Xbox – 21 million triangles a second
- PS2 – 16.7 million triangles a second, single bone animated. 14 million multi-bone. 32.6 million triangles per second prelit landscape system. (8 tick renderer on VU1)
The statements above relate to a Myriad system running LOD on people alone, not on the environment or non-human objects within it.