I am only saying the PS2 renders differently. I am not stating its differences are inferior, except the rendering resolution was established here and by Digital Foundry, as all important.
These platforms rendered graphics differently, and so a port to the Dreamcast, for example, might look...
That was exactly what I was trying to relate. If the PS2 isn't rendering in 224 lines, it's 448 lines does not look like any single frame render I have seen. This is clearly an advantage for the PS2, but it does not help the image quality in my opinion. Smoke, trails, sparks, even washing out...
The source I provided and others here have stated that the PS2 does not render at 640x480. In my experience of PS2 games, especially prior to 2003, this meant 320x224 or 640x448 interlaced.
The Tile Based Renderer was not designed to help render a full framebuffer because it couldn't do it...
I have been saying the entire time that the PS2 is limited to 224 lines. If the Snoblind games and Dreisbach got around this by rendering multiple times, it is the exception, not the rule. Are you saying that the Snowblind games are not rendering a single frame in multiple passes? I thought...
Drawing a single scene in multiple passes is not the same as drawing the same scene in hardware supported tiles to eliminate overdraw.
The PS2's aliasing issues, low texture resolution, and generally muddy image quality is well known. It was rendering at higher color counts for the sparklers...
The Tile Based Renderer in PowerVR was designed to eliminate overdraw, and limit bandwidth needs. It is not the same as the PS2 combining 320x224 or 640x224 images into a single frame. That is a benefit of its fast VRAM that has to be accounted for in any comparison of ports to another system...
3DAnalyzer doesn't work for the Neon 250. I think it may require a higher CPU than the PIII 800 I have it with. The card I have doesn't have the pinout for newer motherboards, so I've been stuck for a while now at i440bx.
The HD devices or their contemporary screens, introduced controller lag in an inordinate degree. I think most of this was due to the wireless controllers and LCD native resolutions. But the shift in gameplay is well documented. I have not bought any of these devices since the shift.
I forgot...
Yes, the set top boxes introduced controller lag along with their nominal HD resolutions as well. The 360 in particular was designed to upscale, I think Digital Foundry was the group that made this particular fact understood. I think their focus was to see which console was rendering...
I dont think I've ever read about another renderer that puts polygons on top of polygons, or renders multiple frame buffers and combines them for one frame in a game.
Obviously everything is rendering in bits and pieces, but as I understand it for game hardware it is usually one frame at a...
I am seeing it all as upscaling until it is demonstrated otherwise. I recognize the PS2 could put it all into a 2D framebuffer and upscale it.
Perhaps my bias is based only in the lack of mip mapping and 16-color palletized textures in PS2 games.
Either way, these things do not apply to...
I am saying in my experience, the PS2 has a hard limit of 224 lines. Whether or not it can fill those with more polygons that do_not equate to 10X higher polygon models, or a higher resolution by tiling scenes, is all in the "post processing" side in my mind. Feel free to correct that.
The...
Everything capable of outputting video has exceptions to the rule, I have seen the discussion go around in circles about how much VRAM was required for higher resolutions and the PS2 effectively not having enough. Obviously the PS2, like all systems, is capable of rendering scenes in multiple...
This may or may not be relevant here, every game I've tested (and posted videos of) on the Neon 250 has shown that it had very little performance hit between 640x480 and 800x600, either 16-bit or 32-bit color. The performance hit to 1024x768 was significant, and indicated to me that the card...