In a way that shows how sega made the right decision to go with the CLX for Dreamcast - as it's polygon performance is way better than even the high end Model 3 hardware. And the saturn performance no longer seems quite so bad on paper when compared with the N64 numbers :)
Are you sure they were placeholder textures? I don't remember reading anything saying that.
One of the problems about Saturn 3D was that it ran via VDP1 - which had a fixed breakdown of it's VRAM into 2 256k frame buffers, and a 512k command/texture area. Commands took 32 bytes each - so if...
No, I was thinking about boards like the system-32 ( http://www.system16.com/hardware.php?id=709 ) and others ( system X etc ) , as they combine 4 scroll planes with a sprite rotate/scale chip.
The ST-V board obviously replaced them due to being cheaper.
Interesting old press release ( not sure what it's got to do with Saturn or DC though ) - Are there any phones with it in?
I was thinking about the Saturn - the graphics chips in it are pretty much the same as the ( non Model 1/2 ) high end Sega Arcade boards, and it did a good job of...
It was a DSP - so it could load 2 32 bit values , perform an integer 32x32 -> 48 bit MAC , and store the result in a single cycle. ( using a small internal memory )
No division though - although you could lookup a table in external memory, and it was clocked at ~14MHz
I just looked this morning ( not quite awake ) - and realised I couldn't remember the formula...
I had to spend about 15 minutes working it out from scratch... ( I know I could have google'd - but I thought what would happen in an interview situation... )
2^8 is inexcusable though :)
Also, if you context switch on a PPE, dont you switch 32 int registers , 32 double registers, and 32 VMX registers ( as well as various SPRs ) - 128 registers for SPE isn't drastically more...
Both Xbox and GC had L2 caches and DP arithmetic, which was good for general code. EE had wider datapaths and a better vector unit ( in VU0 ) which could also run in par. with the CPU.
VU1 was much more of a shader in operation, as it tied into the GS.
Maybe the reverse should apply,
In some ways the DreamCast and the Gamecube showed the least increase from 1stgen to lastgen
Rogue Squadron pretty much had everything, and Luigi's mansion had lots of technical effects ( it just wasn't that good compared a game )
Soul Calibur and DOA2 were pretty...
On first plugin you are going to get a picture no matter what - and at that time you are allowed to configure the display for HDMI - but there's no real easy way for the PS3 to know whether you've switched TVs, or just if you've turned the machine on with the TV turned off for some reason :)
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