Nick Laslett
Regular
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.
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.