Being left with almost no room for textures and/or an image, nor the ability to process or store the vertex part of a graphics workload, makes the GS by itself not comparable to the CLX2+RAM and Elan.
A simplistic and stupid comparision - the GS was designed from the outset to work with the EE, and support streaming of textures - something not used by the first titles. And with 96MB of combined ram in the graphics pipeline ( as well as the 32MB for the SH4 ) you would expect more textures
PowerVR's superior bandwidth efficiency affords it more RAM for the same cost and was part of the architectural advantage over PS2. Elan's real-world, sustained speed with general lights was also far beyond the EE's vector units, and this was highlighted by the usage of search lights in certain stages of VF4 and also in the NAOMI2 Virtua Fighter tech demo shown at the board's unveiling.
A fallacy - GS had amazing bandwidth efficiency, due to not actually using any external memory
10M polys with 6 lights was possible with the EE VU1, but most games would put more effort into animation and more advanced effects than simple n lights per poly. ( God of War, and also Spartan Total Warrior looked very good ) and the EE also contained VU0 for physics, and the IPU for movie decoding to textures as well as the MIPS core
I haven't seen those for ages, thanks.
One thing shown was how poor the Naomi2 was at transparencies - the feather demo looked way simpler than the launch demo for PS2.
NAOMI2 rendered unconditionally with floating-point, ~32-bit Z accuracy and displayed Virtua Fighter 4 in proscan and at the full 640x480 image resolution, so the improvement in image quality in the Evo revision of PS2's VF4 still wasn't a match.
Obviously not, given that the PS2 was outputing to a TV. But the evo revision was a major improvement ( As close as NTSC would be ) and most differences were due to the textures ( memory limitations again )
I dont think that you really would notice the difference between 32bit floating Z and 24 bit Z - it seems to have been good enough for pretty much all PC cards
I think that you must at least admit that the PS2 VF4evo was a good conversion, given that the arcade machine had nearly 4x the memory footprint.
Any simple check of price comparisons between SDR and DDR SDRAM variants of a product from early 2000 clearly shows that a whole multiple pricing difference would've separated Rambus's newly introduced DDR from generic SDR.
http://arstechnica.com/reviews/1q00/geforces/gfru-1.html
I'm not sure that this is relevant at all to the rambus in PS2, the big advantage was the smaller number of traces on the board, as well as the very large bandwidth and good latency ( not to be confused with the problems rambus had in the PC space )
A CLX2 was estimated at not much more than 100 mm^2 of die, Elan was supposedly comparable, and SH-4 was 42.25 while PS2's GS and EE combined for around 520.
Needing a lot more silicon than an SH-4 and an Elan combined while performing much worse does not make the EE impressive at all.
Again GS didnt need any external memory chips - and many people considered the EE impressive. It was quite easy to transform and light >30Million polygons at the start, something Naomi 2 was not capable of. ( With trivial lighting, but for some situations that was enough )
If you want to look at what the VU1 on EE was capable of look at
http://playstation2-linux.com/files/vudemocontest/vu_coding_contest_2003_scea_1.1.tgz
This shows geometry shader techniques that would be difficult to implement efficiently using DX10!
(It's explained in vu_coding_contest_2003_scea_1.1\linux_for_ps2\demosrc\vuniverse\VUniverse.doc)
The only real difference between Kyro 1 and 2 was the clock speed, so a 200 MHz Kyro would be a Kyro 2+.
Kyros would have also been a fine choice for a 2000-era PowerVR system; the discussion about the missing Series 2 custom features was just a clarification of why they weren't included.
Ok - I'm hazy on powervr, last time I really cared was when DC was out
( although Omap2 is interesting )
NAOMI2 was priced way above PS2 like System246 was priced way above a DC: not even remotely comparable business models. NAOMI2 cost similarly to NAOMI at their respective launches, and NAOMI was just the arcade variant of a very cost effective home console.
System246 was priced high for profits - and I can be sure that Naomi2 was far more expensive than Naomi1 to build, no matter what the cost was at launch. Anyway, there's no point debating this, there was no consumer hardware version of Naomi2.
NAOMI2 was released to SEGA by May 2000 and had had almost all of its chips in volume production for almost two years. Demonstrations and location tests of VF4 followed within a few months, but arcade boards aren't rushed to release with "launch" software like consoles and are instead held back for a full software development cycle of their debut game.
how long was Elan in volume production? the rest was old tech ( "IOP and SPU on PS2 had been in volume for over 5 years at it's launch" - it's nonsense )
Not only had PS2 not been shrunk dramatically by mid 2000, but die shrinks aren't an architectural advantage anyway. Had Sony had access to NAOMI2's design, they could've applied their fabs and manufacturing technology to its higher performance and lower cost architecture.
Cost is directly proportional to silicon area: twice the die area means half the production per time means twice the cost.
The EE and GS had an architectural advantage at their conception. The die shrinks showed the 'learning' curve of implementing their own designs. ( CLX was a progression of PowerVRs designs honed over many revisions.. and the SH4 was a ( superb ) evolution of hitachi's SH series )
... and in 2000 at Siggraph the GS cube showed 1080x1920 60Hz rendering of bits of Final Fantasy ( much smoother than the geforce demo shown later ) - with a GS chip containing 32MByte of memory rather than 4MB. ( and I cant remember if it was E3 that year or not, but there was a demo of a PS2 playing 1080p@60 movies - something that my PC sometimes has trouble with even today )