PS1 was a hardware-assisted software renderer, IMO. Similar to the "3D graphics" Saturn tried to do. I couldn't stand the fugly graphics either put out when they weren't just outputting pre-rendered backdrops.
I fail to see how that disagrees with me - I said that PS2 was the first console with HD support - capability which at time of release, was roughly on par with how high PCs could go. And that obviously wasn't the case for any other console in 3d era.
I made a point it took more time for SW to showcase it, but there's been a fair amount of debate in this thread focusing on purely HW aspects of respective consoles.
Certainly, the X360 and PS3 are closer today in regards to the PC with the ability to do 1080p native, which is a resolution thats higher than what people run on your average gaming PC.
You could get up to 1024x1024 on single PCX1/2 back then.You had the option to run 2 Voodoo2 cards together to up the 3D resolution roof to 1024*768 smoothly some years before, does it count?
No. Kyro was a 3rd generation PowerVR device while Dreamcast's CLX2 was a second generation device. You perhaps were thinking of the PC chip (can't recall the code name) that was in the Neon graphics cards. Having said that CLX2 had some features that were dropped for the PC market because none of the competitors had them and thus PC games were never coded to support them.Dreamcast has an earlier version of PowerVR Kyro in it.
Quite frankly, I think that was generally a lot of hot air. Games were nearly always fill rate limited and there was generally plenty of spare cycles in the CPU.It {Kyro} was decent but lacked HW T&L, meaning it was at a disadvantage for the few games starting to use that.
In a way the age old situation will be reversed. If next gen consoles are expected to run all games at 1080p/4xAA/8xAF then its possible that GPU's released this year (GT200/R700) will be able to handle them maxxed out just fine as long as they keep resolution to say 720p and limit AA/AF.
AF is practically free on computers for some reason (I have never had to turn AF off, ever, i run 16x all the time) and the 8800Ultra/ultramegaxxx6000 models they make have practically (3/2/10fps drop) free 2xAA and 4xAA*, that includes resolutions such as 1920x1600 on games such as HL2, NFS:MW and Prey, for some reason the fear FPS cuts in half must be a driver problem. I see no reason why current gen stuff cant run next gen games at 1600x1200 4xAA / 16xAF for a while to come, thats forgetting that high high end systems usually have two video cards.
*http://www.thetechlounge.com/article/416-8/ASUS+8800GTX+768MB/
It would really interesting to see how a high end GPU (3750 / 8800GTX) stands up to the consoles when the same depth of programming gets involved and you really get the best out of it.
When I said "next gen consoles", I was refering to Xbox3/PS4. Obviously there are many PC GPU's available today which should be able to handle any game released on any of the current gen consoles for the rest of their lives.
see no reason why current gen stuff cant run next gen games at 1600x1200 4xAA / 16xAF for
Dreamcast has an earlier version of PowerVR Kyro in it. Kyro was a competitor to GeForce 2 and Radeon during 2001. It was decent but lacked HW T&L, meaning it was at a disadvantage for the few games starting to use that. In 1999, Dreamcast would've had to compare to GeForce 256, Voodoo5, Rage 128, and Matrox G400. I doubt that it was really that much superior, especially compared to GeForce 256. But it would've had the typical advantage of SD consoles: rendering at only 640x480. It's easier to make a game pretty and fast when you have lots of fillrate to burn afforded by a low resolution.
I stand by N64 as being the most impressive compared to PCs. I had a 486 at the time. The best PCs didn't have much in the way of 3D acceleration until Voodoo arrived. Granted, it showed up later in 1996 like N64, but it was very expensive and had little market penetration. Games didn't receive proper 3D acceleration treatment for a year or two, simply because 3D cards were anything but mainstream. Waverace, Pilotwings 64 and Mario 64 were certainly better than anything on PC in '96. At least I thought so.
PS1 was a hardware-assisted software renderer, IMO. Similar to the "3D graphics" Saturn tried to do. I couldn't stand the fugly graphics either put out when they weren't just outputting pre-rendered backdrops.
N64 was only ahead of PCs in 1996 because the vast majority of PCs were far below N64 capabilities.
Because of its late timing, N64 did not have the kind of advantage over PCs that PS1 did in 1994-1995
The PS1 was far ahead of PCs because in 1994-1995 there were no 3D cards for PC that were any good.
As for Dreamcast's PowerVR, as Simon already mentioned, it used PowerVR2DC / CLX2 which was a custom variant of Series 2. Not at all related to Series 3/KYRO which had 2 pixel pipelines. Series 2 chips had 1 pipeline. The PowerVR2DC / CLX2 had 32x32 tiles / tile capability, while the PC version of Series 2, known as PMX1 / PowerVR250 used in the Neon250 card, had 32x16 tiles / tile capability. IIRC. Anyway, in late 1998, the best PC cards were Voodoo2 and original TNT and these were no match for Dreamcast. In early to mid 1999, PCs got Voodoo3 and TNT2. These were almost a match for Dreamcast in raw performance (TNT2 especially) but the PowerVR2DC/ CLX2 still had some advantages. The PC clearly surpassed Dreamcast when the NV10/GeForce256 arrived in late 1999, although few games took advantage of it. Starting from late 1998, Dreamcast had about a year to 1.5 years of games that surpassed most games on most PCs.
But with only one game on the PS2 that was actually "HD", i fail to see how you can make a convincing argument based on that alone, aspecially when you try to pin point the PS2 as the winner.
Certainly, the X360 and PS3 are closer today in regards to the PC with the ability to do 1080p native, which is a resolution thats higher than what people run on your average gaming PC.
I don't care how good the FPU was, I can't see anything SH-4 based running at 200mhz holding a candle to a 500mhz athlon, and I think memory was divided into 8MB system (pretty low) and 8MB video (really high even compared to ps2 and gamecube, and one of the rare instances where a console had as much graphics memory as a high end graphics card at the time).
But with only one game on the PS2 that was actually "HD", i fail to see how you can make a convincing argument based on that alone, aspecially when you try to pin point the PS2 as the winner.
Isn't the actual resolution of GT4 640x540 or something? 540 interlaced into 1080i, and 640 horizontally stretched to 1920? I don't think it can really be considered "HD", honestly.
I thought I remembered a thread on another forum discussing that. A 3x horizontal scale and a 540 vertical resolution that was interlaced to 1080i.