Luminescent
Veteran
I was thinking about purchasing J&D along with a ps2, however, being the nitpicker I am I wanted to know if the game used trilinear filtering and mip-mapping. Games without it, no matter how many polygons/dynmic geometric elements bother me extremely. This problem began ever since I played games Radeon 9700pro with 16x quality anisotropic and 4x AA (yes, I admit it). I am spoiled and will take nothing less than trilinear filtering.
On a second note (a long-winded aside, which I may reuse someday), I currently own the gamecube and find it to be very strong in the texturing/shading aspects, a good value with it's sleek design, great 1st and second party titles, and relatively smooth gameplay. What I do miss/ feel is lacking sorley on the cube is significant support for dynamic geometry, physics, vertex displacement effects, etc. To satiate this need I look toward the PS2 (being that I tried the xbox and found it to be a weaker value in the light of my good computer system along with the fact that I wanted console specific titles). From the looks of it, it seems that the PS2's EE rivals the xbox in vertex and transform capabilites (with soley VU1, which can output around 3.77gflops compared to the 4.2gflops produced by both NV2A's vertex processors combined, along with the fact that VU1 can branch, loop, and is globally a more flexible engine). Although the VU1 will also have to light vertices (assuming NV2A uses per-pixel lighting) the NV2A also has to provide the vertex transforms for its pixel combiners. All this VU1 processing allows the remainder of the emotion engine to do some incredible things (things in the realm of single precision floating-point physics, AI, sound encoding, higher order surfaces, etc.). This is not including the GS (although it has good raw, very raw performance, it is fairly low tech). The mips+VU0 combo provides good competition for the xbox p3 in the realm of fully fledged physics and AI.
All of these great things, and just a lack of trilinear filtering would turn me off to all of it. Any comments/opinions/responses would be greatly appreciated.
On a second note (a long-winded aside, which I may reuse someday), I currently own the gamecube and find it to be very strong in the texturing/shading aspects, a good value with it's sleek design, great 1st and second party titles, and relatively smooth gameplay. What I do miss/ feel is lacking sorley on the cube is significant support for dynamic geometry, physics, vertex displacement effects, etc. To satiate this need I look toward the PS2 (being that I tried the xbox and found it to be a weaker value in the light of my good computer system along with the fact that I wanted console specific titles). From the looks of it, it seems that the PS2's EE rivals the xbox in vertex and transform capabilites (with soley VU1, which can output around 3.77gflops compared to the 4.2gflops produced by both NV2A's vertex processors combined, along with the fact that VU1 can branch, loop, and is globally a more flexible engine). Although the VU1 will also have to light vertices (assuming NV2A uses per-pixel lighting) the NV2A also has to provide the vertex transforms for its pixel combiners. All this VU1 processing allows the remainder of the emotion engine to do some incredible things (things in the realm of single precision floating-point physics, AI, sound encoding, higher order surfaces, etc.). This is not including the GS (although it has good raw, very raw performance, it is fairly low tech). The mips+VU0 combo provides good competition for the xbox p3 in the realm of fully fledged physics and AI.
All of these great things, and just a lack of trilinear filtering would turn me off to all of it. Any comments/opinions/responses would be greatly appreciated.