Why are you supposing both VUs are the same? Where ever you got that infomation from was wrong.DeadmeatGA said:I don't see why this would be, since both VUs are supposed to be identical. As long as you keep your VU program size and vertex list size to 4 KB, you can use either of them.
DeadmeatGA said:I have yet to see a PSX2 title doing 10~20 million polys/s.
Burnout released in Oct '01 did 15 million polys/s. Source: SCEE Technical Website & Technical Director of Criterion Adam Billyard.
It sure pissed off Shinji Mikami because he had rejected using Renderware for an inhouse solution because it would enable them to create a more powerful game engine!
With Burnout 2, Criterion reduced the number of polys and concentrated on the Image Quality.
I made this clear in the previous post - VRam is the only memory PVRDC can see. If the texture isn't in there when it starts to render, it doesn't exist as far as the chip is concerned.
Erhm... I seem to remember trilinear on PVRDC required triangles to be setup twice. I could be wrong, but doesn't this directly contradict the notion of rasterizer doing more then one texture per pass?
Actually, they claimed they've doubled polycounts on cars and improved them in tracks too. They even mentioned it (abeit more vaguely) in their tech specs page. http://www.acclaim.com/games/burnout2/features/PS2techfeatures.htmlWith Burnout 2, Criterion reduced the number of polys and concentrated on the Image Quality.
how was ps2 designed to work...
ShinHoshi said:I always had the doubt of what they really wanted to do...I always related the synthesis word with a world of equations. I mean to render it through equations and use texture based equations. Just like in a Ray Tracing engine where you define the ray-intersection method for the object and you define textures through equations too...
However, after reading the 4 pages...it has been clear to me that the philosophy applied in the real world was totally different.
PS2 games are not based on R-T but on traditional rending (vertex coordinates + textures+ texture coordinates on faces). When you have calculated these for the frame to render then you send them to the GS and it paints them. My question was if Sony wanted this philosophy to be applied or they had in mind another one.
BTW, I've heard that World Rally Car from SCEE uses synthetized textures instead files...Is this true ?
phed said:Now, the fun part of it, 25 minutes into it they demo a handful 16k demos running solely on the vu1. Its interesting, and really shows it off. Procedural stuff, so to say. Includes fractals, physics, and, you guessed it, raytracing. - Its only 5 minutes with effects but well worth it.
download from scene.org (34:31, wmv, 124MB)
If I am not mistaken, the source of the demos should be available somewhere on the ps2linux community site...
archie4oz said:Both source and compiled binaries. I still like last year's contest winner the best though...
archie4oz said:Scott Matthew's marionette demo. Basically a marionette figure that you can move around and use the buttons to actuate the joints (he incorporated IK to calculate the animation of joint chains), and the the figure casts shadows into the environment (but not self shadowed).
You can get it from the Linux site as well... (BTW, the demos are from the SCE VU coding contest no from Assembly '02).
I know they are not. But they could be used the same if desired(Just ignore any VU1 specific instructions and keep the microcode size below 4 KB). And Sony's claim of 30 million polys/s peak with 1 lighting presumed the use of both VUs.Why are you supposing both VUs are the same? Where ever you got that infomation from was wrong.
I am sure SCEI realized VU0 was too slow for such purpose. It was just a marketing decision, to claim big FLOPS and polycount numbers..My question was if Sony wanted this philosophy to be applied or they had in mind another one.
After all, SCEI filed a patent for CELL despite it being designed by IBM.
The patent quote he posted clearly puts your "second VU was added at the last moment" rambling to a well deserved rest.What you have posted is not complete and does not tell us what SCEI is claiming.
Paul said:CELL was/is designed by Toshiba, IBM, and Sony.
The bandwith IS saved that way - PVRDC performs texel fetch based on visibility criteria. Writes from external memory to VRam are a different matter then on other consoles - the only thing that really gets uploaded to VRam are vertex/display lists, textures would normally stay resident all along (unlike PS2/GC you can't swap them during rendering anyhow).Teasy said:Yeah you did make it clear and I didn't actually argue with what you said. What I was saying is that if PVRDC had virtual texturing it could complete its HSR and then only load in the visible textures. So I'm saying that the omission of virtual texturing was quite a big missed opportunity considering that PVRDC knows what is and isn't visible before textures are loaded. If it had control over texture upload it could have saved loads (66% in a normal scene) of texture space and bandwidth.
We need Simon here but I distinctly remember that trilinear used two triangle passes, which was probably one of the main reasons DC titles pretty much never use trilinear.No, PVRDC needed 2 cycles for trilinear AFAIR, not two passes.
Look, this has been told to you 5times in this thread alone and you still ignore it : VU0 can't output results, VU1 can. That's a rather fundamental difference when you try to "equate" the use of two units.Deadmeat said:I know they are not. But they could be used the same if desired(Just ignore any VU1 specific instructions and keep the microcode size below 4 KB).