How was Ps2 thought to work ???

Lazy, ProScan is not a standard, it's a niche.
It will likely evolve into a standard when DTV devices bevome more prevalent, but that's still relatively distant future.
And fullframe rendering IS a standard on PS2 games - height of front buffer isn't. But then the latter is only relevant in regards to aforementioned niche.

There were not such contentions in display memory on DC - great textures never came at the expense of framebuffer IQ concerns
True, but the display memory contentions were with polygon counts and/or rendering speed. Just because the limitations were different, it doesn't make them non-existant, in the end you still play the memory balancing game.

I wonder if DC developers didn?t find it easier to get their desired texturing budget
Rather irellevant considering which platforms detail mapping is standard on, and how much more "texturing budget" they have compared to DC by default.
 
ShinHoshi said:
And fullframe rendering IS a standard on PS2 games - height of front buffer isn't
Translation= Back framebuffer is always full size but not always Front Framebuffer is full size ?

yes although that's not to say some devs won;t cut the BB in half for their projects tho.
 
Fafalada:
And fullframe rendering IS a standard on PS2 games - height of front buffer isn't.
I meant it as rendering with a full front-most buffer... niche they may be, but the extra performance is necessary as standard throughout the library to allow for their proscan consistently.
But then the latter is only relevant in regards to aforementioned niche.
It's preferable for the interlaced displays as well; missing frames here and there is just a reality.
 
A reality, but hardly ever noticed. Probably fewer people will notice the occasional missing frame than have HDTV right now. Slowdowns, sure, but unless many frames are being skipped in row it's hardly ever going to be registered, especially since we miss a LOT more frames while blinking! Hehe...
 
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