That would be why PS2 actually supports almost everything from that list of yours Well, in one way or anothereven the N64 had Aniso to a certain Extent, Sony is the only one who isnt aware that a lot has happened since the Voodoo 2 era in graphics functions.
Which is just as well for purposes of Flipper's implementation - aniso level no. == number of trilinear pixel footprints taken per sample. Hence each level takes an extra cycle(or two if you're perverted enough to use 32bit textures), up to a max of 4 levels.GCN is, as far as I know, incapable of it; the cache is completely optimised for Trilinear bandwidth anyway...
Vertex implementation can look nice enough, and it can be adaptive too so you don't waste extra passes arbitrarily. Since it can be entirely VU based implementation, it should give at least useable performance.PS2 could probably use a FEline implementation in multi-pass (performance would suck though)...
GCN is, as far as I know, incapable of it; the cache is completely optimised for Trilinear bandwidth anyway...
It adaptively selects sampling density on per pixel basis though, so I would guess performance should be decent enough.
Sonic said:Believe it or not there was one game on the Dreamcast that used aniso filtering and that was Test Drive LE Mans. I believe it aided in that game's image quality immensely, as I still think it's one of the top 5 looking DC games.
mech said:Le Mans for DC = overrated.
There was a massive debate on a certain console forum in Australia on the fact that the PS2 version had 2D rims and the DC version had 3D rims. It went on and on until an artist from the actual development team came on to say that the exact same textures and techniques were used for the wheels in both version (and that he had done the texture IIRC). Much derision from the DC fanboys followed until it turned out the guy was on the level. Was pretty funny