Squeak said:
To me it seems odd that the engineers who made the GS chose not to allocate more internal bandwidth for texture. Out of the 48Gb/s there is only 9.6Gb/s available for textures
Only? 9.6 is more than say, a GF3 Ti500, has for its entire framebuffer. Considering the basic architecture with 8 textured pixels/clock (2 clocks, if you want trilinear afaik), it's entirely sufficient. Whatever could it use more for anyway?
It's already got a 2560-bit memory interface, isn't that enough for you?
I don't think 9.6Gb/s is bad for its time
Not bad for its time?
It's a totally, overwhelmingly class-leading device for its time and you say it's not BAD? The thing went on sale in 2000, was there anything even remotely similar in consumer space? No.
it just seems obvious to me, that texture bandwidth should have first priority, and the more the better.
I don't know what I'm missing, but it must be something. Assume 16-bit textures, bilinear filter * 8 pipes = 64 bytes/clock * 150MHz (actually a little less but whatever), that's under 9GB/s, well within the available bandwidth. And, we know PS2 games rarely ever use 16-bit textures because actual devs working on the thing have posted here and said as much! What would it possibly use more than the current available bandwidth for, 32-bit textures it doesn't have room to store, nor the need for?
Also, it'd be unlikely (to say the least) that the chip would need to fetch 4 unique texel samples for each pixel. Real-world texture b/w would likely be far less.
The "cinematic" effects made easier by large screenbuffer bandwidth is nice, but if textures look bad, it doesn’t really matter how much blur and how many reflection maps you can do.
But it's already got sufficient texture b/w for the task, so why worry?
Sony must have known that texture bandwidth would be one of the first areas competitors would try to hammer them
It's got over nine and a half gigs of texture b/w ALONE. The on-chip memory already makes it rediculously fast at just about any framebuffer operation. Bandwidth is most likely the least of Sony's worries.
when apparently they could have had so much better.
Yeah, because all their opponents SO out-bandwidth Sony, get outta here!
Come on now, give them some cred for frig's sake. 48 gigs, can't mess with that. There's nothing on the market right now, four years and counting after PS2's release, that offers higher aggregate numbers. You could pull a Nvidia and factor in compression of course, but that'd be cheating...
I guess the question I'm really asking, is if the GS is bottlenecked at the eDRAM to texture cache bus?
Uh, why would it be? Don't really know if the GS can be described as being bottlenecked anywhere internally, it's pretty fast for what it does.