Equip Magazine - PS2 Special

Edge are doing a series of spin-off magazines for each console. The PS2 is first followed by Gamecube, then Xbox.

The magazine has interviews with Chris Deering, Phil Harrison and Jason Rubins.

It features articles on the Making of Timesplitters 1 & 2, Sony's Broadband rollout in the UK and the Eye Toy device.

There is a lot of interesting stuff covered in the magazine, it is well worth a read.

The Timesplitters team said that there was a lot of overhead left in the PS2. They believed they could improve TS2 by 50% utilising this untapped potential.

Another interesting bit of news was that the Performance Analyser is now available as part of the standard development TOOL for developers.

What was also very interesting, was the high praise given to the Graphics Synthesizer chip. This was singled out as the most significant part of the PS2. This runs contrary to the general view held on this board.

The source of this praise was around the raw power the GS has for rasterising/transforming polygons. If you remember the PS2 specs, the 75 million polygon figure was in reference to the EE, not the GS. There is no published figure for the GS. We only know that the EE cannot fully satisfy the GS. This is the opposite to the Xbox, where the published figure is for the nVida gpu and we know that the performance of this far outstrips the CPU. It would be interesting to hear what the board thinks about this praise.

I'll publish the relevant paragraph when I get the chance.
 
Nick Laslett said:
Edge are doing a series of spin-off magazines for each console. The PS2 is first followed by Gamecube, then Xbox.

The magazine has interviews with Chris Deering, Phil Harrison and Jason Rubins.

It features articles on the Making of Timesplitters 1 & 2, Sony's Broadband rollout in the UK and the Eye Toy device.

There is a lot of interesting stuff covered in the magazine, it is well worth a read.

The Timesplitters team said that there was a lot of overhead left in the PS2. They believed they could improve TS2 by 50% utilising this untapped potential.

Another interesting bit of news was that the Performance Analyser is now available as part of the standard development TOOL for developers.

What was also very interesting, was the high praise given to the Graphics Synthesizer chip. This was singled out as the most significant part of the PS2. This runs contrary to the general view held on this board.

The source of this praise was around the raw power the GS has for rasterising/transforming polygons. If you remember the PS2 specs, the 75 million polygon figure was in reference to the EE, not the GS. There is no published figure for the GS. We only know that the EE cannot fully satisfy the GS. This is the opposite to the Xbox, where the published figure is for the nVida gpu and we know that the performance of this far outstrips the CPU. It would be interesting to hear what the board thinks about this praise.

I'll publish the relevant paragraph when I get the chance.


i've always had a kind of love-hate reletionship with EDGE... anyway...
2 things... if everything said from the devs of timesplitters2 is true then i'm well impressed and hearing that the performance analyser can be used by everyone (doubt it) is very good news.... should have done it earlier methinks... hope they will change this attitude with ps3...

also on a side note... u said *the EE cannot satisfy the GS* it gave me an image in my mind of the *husband EE* not being able to satisfy his *wife GS* properly... :LOL: oh dear i must be tired im starting to talk nonsense again
 
Nick Laslett

The EE does all the T&L for PS2 (theoretically 66 million pps) and the GS only does the triangle setup. There is a published triangle setup number of 75 million pps for the GS.

Also the reason that the XBox GPU has a published T&L figure while its CPU doesn't is because, unlike the PS2, with XBox the GPU does pretty much all the T&L. It also does the triangle setup. The CPU can just about all be set aside for other tasks like AI and physics.
 
I clearly remember hearing that the EE could do 75 mil. and the GS 66 mil., which makes sense given the way the PS2 operates. Most of the T&L and other graphical FX are done on the CPU so if the CPU is only used to process geometry, no wonder it'll be able to push an insane amount of polygons.
 
The published numbers from Sony clearly state that the EE has the potential to push 66 million polys a sec. The 75 million pps figure was for the GS and that is also officially published by Sony.
 
When the games are made with PS2 architecture in mind, GS can most certainly be put to some very creative use, resulting in cool looking output. Just lok at what is done in MGS2 and ZOE2. It simply has different strengths than traditional graphics hardware.
 
I clearly recall it being that the EE can calculate 66 million verts/triangles/polys per second. the GS can draw/rasterize 75 million per second. the EE cannot overwelm the GS with polygon tasks.
the GS can draw more than the EE can calculate.
 
wrong... actually the EE can calculate more vertices than the bandwidth to the GS can accomodate...

simple transform can take 5 cycles on VU1 and 7 cycles on VU0... do 1 + 1 ;)
 
No it can't... Even *if" do the math... Also the GS *can* draw more points than the EE can transform...
 
The GS can set-up and draw triangles with a total of 102.85 MVertices/s ? ( at 60 fps that means close to 1.8 MVertices/frame )

:oops:

I am not doubting you, but I just find it a bit... surprising...
 
Because of what other posters ( Crazyace ) said in the past... with the GS' set-up engine peaking at considerably less than 1 MTriangles/frame...

again... :oops: :)

BTW, if there were ( conditional ) the bandwidth for transferring all those Vertices, would the GS really display them on screen or would they form invisible Triangles ?
 
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