A deferred renderer like PowerVR captures the scene and processes the vertex workload of a frame while processing the pixel workload of the previous frame, decoupling the two workloads from typical dependency.
PS2 having only around 10 MB more RAM than a console over a year older, much less expensive, and sold at a better margin, and having only comparable RAM space to Gamecube, a console sold for a lower price and with much, much better margins is just more glaring evidence of the high cost of its RDRAM.
More performance was important to Sega when selecting their next arcade board in 1999. The system that could afford cheaper and therefore more plentiful RAM utilized that advantage in delivering higher performance.
A little 300 MHz MIPS was disappointing for a system which packed significantly more processor silicon than NAOMI2 while performing worse in-game.
Silicon costs of the memory chips were of course factored in to the higher selling prices of DDR DRAM.
The die area used to offer unrealistic peaks, like the GS's triangle set-up, should've been used to its raise real world performance.
A general purpose processor is simply inherently better for the flexibility of an algorithm, so CPU processing like on an SH-4 could offer more efficient implementations of more advanced geometry shading algorithms than a DirectX processor, too.
PS2 having only around 10 MB more RAM than a console over a year older, much less expensive, and sold at a better margin, and having only comparable RAM space to Gamecube, a console sold for a lower price and with much, much better margins is just more glaring evidence of the high cost of its RDRAM.
More performance was important to Sega when selecting their next arcade board in 1999. The system that could afford cheaper and therefore more plentiful RAM utilized that advantage in delivering higher performance.
A little 300 MHz MIPS was disappointing for a system which packed significantly more processor silicon than NAOMI2 while performing worse in-game.
Silicon costs of the memory chips were of course factored in to the higher selling prices of DDR DRAM.
The die area used to offer unrealistic peaks, like the GS's triangle set-up, should've been used to its raise real world performance.
A general purpose processor is simply inherently better for the flexibility of an algorithm, so CPU processing like on an SH-4 could offer more efficient implementations of more advanced geometry shading algorithms than a DirectX processor, too.