In terms of rendering power what would Cell be equal to?

If CLX2 can render nothing on it's own, than Cell wins. One Cell. So would a 68000. And moving on with your comparison, an explanation of Infinite Planes would be useful to determine it's relevance. There's no consensus on what it is. I could only find this on the subject...

http://www.ping.be/~pin10741/ISPexpl.htm

That explanation of infinite planes is a little far-fetched. I can't believe some people actually think the DC casts a ray for each pixel. It's a simple tile-based deferred renderer.
 
Wolfenstein 3D and the original Doom (and I think their equivalents as well) used a simple form of ray casting.
 
That explanation of infinite planes is a little far-fetched. I can't believe some people actually think the DC casts a ray for each pixel. It's a simple tile-based deferred renderer.
I'm still waiting for someone to provide an accurate explanation of what it is! Though DC is a TBDR, are it's models stored in triangular meshes or other format? From what i guess, the latter.
 
You could probably come up with a different texture storage format. Load it in as a large bitmap, but cut into into tiny portions of maybe 32x32 to fetch just enough as is needed and keep it in LS. However, a problem with that would be interpolating on the texture-tile boundaries. A solution could be to have the texture tiles overlap by a pixel or two, so a 32x32 txture tile is actually 36x36, with only the inner 32x32 accessible and the outter margin used for interpolation.
Yes, I agree. That would make the most sense.

So, who's going to start work on the B3D Cell Rendering Engine :D
Seconded!



While the ray-casting method used by the first FPSes is pretty crude by todays standards, it did receive the exact same response before those games went out: "That's rediculous! It's never going to work! CPUs are much too slow for things like that! Impossible, unless you like slide shows! There are much better ways to do that!"

The rest, as they say, is history.

;)
 
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