Deadmeat said:
Z-Buffer Compression and Hidden Surface Removal (HSR)
My bad. I had the impression that didn't come until the FX series (was thinking of framebuffer compression), but anyway: Z compression only affects bandwidth, not the size of the Z-buffer. Hence, it doesn't matter in the scope of our discussion.
I forgot to mention HSR, if a developer would render from front to back instead of back to front like pre-Z buffer days...
It doesn't remove any more surfaces than what the Z-buffer already does (Z-buffer *IS* hidden surface removal. What it does is eliminate unneccessary texture reads, but this feature is ALSO irrelevant as GS has its own dedicated texture read-port which does not impact framebuffer read/writes. It is also so fast you might just as well not bother at all with doing front-to-back rendering, and indeed, devs do not. 10x overdraw per frame wouldn't bog down the GS noticeably anyway with the fillrate it has at its disposal. It DOES impact a much more bandwidth-limited system like XBox though.
It's one thing knowing a piece of hardware has a feature, another knowing what it is used for and what effect it has on the system. You have a good grasp on the former, but lack significantly in the latter.
Because it gives the best balance between high performance and low cost.
But you don't have any figures to back that up do you? You just say that because you don't like the GS or the way it works.
you can't draw into the framebuffer during the time interval you spend copying its contents out to main RAM.
How large is each front buffer? 1.2 MB. Do this 60 FPS and the bandwidth requirement is only 72 MB. That's a very small fraction of overall external memory bandwidth.
It's still an unneccessary hit, which the GS does not have to deal with.
Not to mention that the Flipper would be doing an internal back frame buffer and Z-buffer flush out during this time.
NO, it would not. As I said, without a second read port for the framebuffer copy process, you can't access the on-chip memory while it's being read out to main memory! Buffer clears come ON TOP of the copying overhead.
GS is a textbook example of "How NOT to design a GPU".
Have you even opened a textbook on the subject? Somehow, I seriously doubt that.
While competitions are doing higher resolution and higher color depth.
Not always. Do all XBox games run in 32-bit? Not all GC games do.
Historians will debate for decades why SCEI engineers put the texture decompression unit outside of a GPU...
This I also seriously doubt...
I guess they put it where it is because it wouldn't do much good on the GS in its current implementation (its primary purpose being MPEG2 decoding after all), but you, not knowing much of anything regarding GPU design of course would neither understand, nor believe that.
The money you can't touch is worthless. The memory GS can't touch is worthless too.
Why would GS need to touch external memory? It eats display lists and spits out pixels as a result. There's no need for it to touch external memory when it is being fed all it needs through the DMAC in the EE.
It's the same as when people bitch the PS2 has no hardware T&L. That's because it wasn't designed that way. It's the same thing here. Different way of accomplishing the same thing. XBox GPU also eats display lists, but needs to touch memory because it doesn't have any on-chip RAM. Doesn't mean it's inherently superior because of it.