Luminescent
Veteran
Just wondering if titles, the likes of Halo, Doa 3, splinter cell, shenmue 2, etc. used trilinear texture filtering. I know that the NV2A incurs a performance hit with trilinear (half the bilinear fillrate, unless developers figured how to use both pipeline tmu's in conjunction for filtering?). Do many titles utilize this superior method, and is it plausible on the xbox with acceptable performance?
Can someone who develops on the xbox expound on the reasons behind the trilinear performance penalties on the NV2A?
Thankyou
Can someone who develops on the xbox expound on the reasons behind the trilinear performance penalties on the NV2A?
Thankyou