Mintmaster
Veteran
Very interesting. Care to elaborate? Are you talking about renderstate changes, and that recompilation of display lists is necessary to group primitives together?Fafalada said:There is a number of things on GS that cost a couple of cycles that typically take hundreds on other chips, I don't see how any consumer chip currently available could do 1:1 GS emulation at full speed.
Either you need some kind of workaround for GS friendly stuff (which - if possible, would involve some kind of dynamic recompilation of display lists) - or you just accept that you will be incompatible with some stuff (this might be an option if PS3 was MS machine).
In either case - matching stuff like number of pixel pipelines is obviously irellevant.
I thought PS2 was 1.2 GPix/s w/ single texturing and 2.4 GPix/s w/o. Peak fillrate is more than half that of 8ROPs@550mhz. Although I still agree with your conclusion because it's near impossible for PS3 to do anything faster with 16 ROPs as opposed to 8 anyway.Anyway, in normal rendering 8ROPs@550mhz has roughly 5x higher fill then GS, if emulation isn't possible with that, I don't see how 16 would make a difference.