The one thing I never fully understood about the PS2s texturing issues is the complaints about the 1.2Gb EE to GS bus.
If your running 60 fps then you have 20 Mb per frame, but of course that would come down to some 15 Mb under real world conditions and from that you have to subtract maybe 5-7 Mb for geometry depending on the game and if you are using strips to compress, you end up with some 10 Mb for textures alone.
A normal frame is roughly 1Mb big of which almost all of the screen space has to be filled with textures.
So you have 1Mb frame buffer for which you have approximately 10Mb to fill with.
Now I know there is some rendering time lost on rendering nonvisible polygons but shouldn’t that be made up for by the fact that normally a lot of the textures are tiled?
How can 10Mb not be enough for one 1Mb frame?
Some years ago, I think about the time of Voodoo 2 or 3 there was a 3D card called Starfighter, made by a now closed Intel company, Real 3d.
It, like the PS2 only had 4Mb for a framebuffer and nothing more. It relied solely, on the then new AGP port for texture streaming directly from main memory.
The textures were of equal or better resolution to that of other cards at the same price, at that time.
I once saw Quake II running on a Starfigter equipped machine and the textures were of comparable quality to a TNT2.
Why can’t PS2 use some similar technique? It has double the bandwidth (AGP 4x) and much higher fillrate, faster memory and a very strong DMAC (for lining up textures), It should be able to do much better than it is now.
Also a little thing I’ve been wondering about: I read the interview with John Carmack on Beyond 3d (
http://www.beyond3d.com/interviews/carmackdoom3/ ) where he explains about the rendering technique in Doom III, where the scene is first rendered in untextured geometry to get the upper z-values right and then later some other passes with base texture, lightmabs, bumpmabs and so on. This way a lot of texture fillrate is saved, similarly to the PowerVR tile based culling.
Why can’t a similar technique be implemented on the PS2? It would fit the machine very well because you could do the first untextured pass for very little cost due to the PS2s high fillrate when drawing untextured polygons.
I know there must be some hitch, because otherwise someone would have done this a long time ago, I just cant see why it isn’t doable.