When looking back in retrospect one design decision I'd make with the PS2 is to either give 8 or 16 MB of edram instead of 4.
Namco System 256 apparently had 8MB of eDRAM.
Oh, that's interesting. Did they increase EE clock speed aswell?
It would've been rad to have two vector units directly tied to the GS while keeping one properly tied up to the MIPS core. Being able to pre-feed VU0 into VU1 was probably unnecessary and would've been better positioned to assist the MIPS core in physics and "emotion synthesis".When looking back in retrospect one design decision I'd make with the PS2 is to either give 8 or 16 MB of edram instead of 4. I'm sure they could have designed it given the graphics chip in gscube has 32.
Maybe ditch VUO for another VU1.
It’s good for procedural geometry, various kinds of culling, physics, simple modifier volumes, particles, inclination of geometry WRT camera to select appropriate MIP level etc.What would have made a measurable difference for not a lot of messing around with the design would be to simply give VU0 the same 16Kb as VU1 has.
The 8Kb is has is too small and part of the reason why it saw very little use.
It’s good for procedural geometry, various kinds of culling, physics, simple modifier volumes, particles, inclination of geometry WRT camera to select appropriate MIP level etc.
It has indirect access to the 16 KB scratchpad too.
If it wasn’t used, I’d lay most blame on the devs. Their fear of the game and techniques not being transferable and their reluctance to try new stuff.
Perhaps VU1 was too good? It made using the VU0 feel redundant.
The stuff I mentioned, takes up very little data. The code is the same for many instances of the same transform or hit detection.There were plenty of things developers wanted to do with it, they just couldn't get them in to it's small 8KB of memory.
The stuff I mentioned, takes up very little data. The code is the same for many instances of the same transform or hit detection.
The stuff I mentioned, takes up very little data. The code is the same for many instances of the same transform or hit detection.There were plenty of things developers wanted to do with it, they just couldn't get them in to it's small 8KB of memory.