Let's talk... PSP graphics + Design

I will not be surprised when there are a lot of PS1 ports which will let you play with longer battery live, in addition to state of the art games.
 
I'm asking because you also wanted an offical thread for all the consoles. There was one for other consoles but of course there is very little to talk about except for the little we know about cell and that ati is in xbox2. Psp doesn't need to be sticky it is allways on the first page. It was actually 3 topics under this when you first started. You want something one way. You believe it to be right. So I was wondering why you yourself don't follow your ideas. After all if the most vocal supporter of this idea doesn't comply why would anyone else ? And if you want to prove that it works why aren't you trying to make it work in other threads besides the ps3 thread to prove your right ? just asking questions. I believe I'm allowed to on a forum.


Uhmmm no.

I wanted a official PS3 topic to begin with as PS3 posts flood the board, PSP topics don't which is why I posted this one.

Can I control what other people post about PS3? No, so how would me only practicing my example prove that it could work if there was still ps3 topics around because of no moderator to delete them? Oh and PSP isn't "always" on the first page, Cryz bumped it when it was on like the 3rd page if you haven't noticed.

Unlock and sticky the official ps3 topic

make a official xbox2 topic, sticky it

make an official n5 topic, sticky it.

Show me where I said everyone should only post psp stuff in a psp topic. Your not "asking questions" your just trying to start trouble, which is something a 3rd grader would do. Typical.

Go ahead respond to this, because your not getting a response from me, nor do you deserve one at this point.
 
Paul said:
ChryZ bumped it when it was on like the 3rd page if you haven't noticed.
True, but unintentional in regard of up bumping, that was just a side-effect of my update.
 
PC-Engine said:
A patent, not long time ago, also showed a potential implementation of a Primitive Buffer which would make the PSP's GPU more efficient in multi-pass rendering than Dreamcast's PVR2 CLX and Flipper...

Um..isn't Flipper able to do 8 texture layers in a single pass???

Is Flipper able to avoid rendering at all times any kind of scene in multiple rendering passes ?

No.

Hence what I did say still holds true.
 
If I hooked up a DC to a 4.5" widescreen LCD and popped in a game like Shenmue or Soul Calibur do you think you can spot significant differences from a PSP hooked up to the same little screen???
No idea because no one knows exactly what PSP would be capable of, but to say that screen size is the limiting factor to graphcis quality is wrong. If you play DVD on a 4.5" LCD you will sure as hell be able to spot the difference between the movie quality and a Dreamcast quality graphics.
 
It all depends on the quality/resolution of the screen.

And knowing Sony this will not be a problem, aka the best looking monitors on the market. Also the most expensive...
 
The resolution is 480x272, less than that of Sony new PDA, I think.

But crap, at 4.5" its still damn small for gaming :(
 
Paul said:
I'm asking because you also wanted an offical thread for all the consoles. There was one for other consoles but of course there is very little to talk about except for the little we know about cell and that ati is in xbox2. Psp doesn't need to be sticky it is allways on the first page. It was actually 3 topics under this when you first started. You want something one way. You believe it to be right. So I was wondering why you yourself don't follow your ideas. After all if the most vocal supporter of this idea doesn't comply why would anyone else ? And if you want to prove that it works why aren't you trying to make it work in other threads besides the ps3 thread to prove your right ? just asking questions. I believe I'm allowed to on a forum.


Uhmmm no.

I wanted a official PS3 topic to begin with as PS3 posts flood the board, PSP topics don't which is why I posted this one.

Can I control what other people post about PS3? No, so how would me only practicing my example prove that it could work if there was still ps3 topics around because of no moderator to delete them? Oh and PSP isn't "always" on the first page, Cryz bumped it when it was on like the 3rd page if you haven't noticed.

Unlock and sticky the official ps3 topic

make a official xbox2 topic, sticky it

make an official n5 topic, sticky it.

Show me where I said everyone should only post psp stuff in a psp topic. Your not "asking questions" your just trying to start trouble, which is something a 3rd grader would do. Typical.

Go ahead respond to this, because your not getting a response from me, nor do you deserve one at this point.

I'm sorry paul your so right the psp is not a next gen system nor a system and doesn't deserve to have a sticky and follow the same rules. Btw I was just asking a question. No need to get all pissy.
 
Panajev2001a said:
PC-Engine said:
A patent, not long time ago, also showed a potential implementation of a Primitive Buffer which would make the PSP's GPU more efficient in multi-pass rendering than Dreamcast's PVR2 CLX and Flipper...

Um..isn't Flipper able to do 8 texture layers in a single pass???

Is Flipper able to avoid rendering at all times any kind of scene in multiple rendering passes ?

No.

Hence what I did say still holds true.

Sure, but why would you need more than 8 texture layers displayed on a tiny 4.5" LCD? ;)

No idea because no one knows exactly what PSP would be capable of, but to say that screen size is the limiting factor to graphcis quality is wrong. If you play DVD on a 4.5" LCD you will sure as hell be able to spot the difference between the movie quality and a Dreamcast quality graphics.

I'm sorry but that is a flawed analogy.

You do not compare a DVD movie using 35mm film to 3D graphics...DUH of course you're going to see a difference. You're probably thinking, "what about FFTSW?". Well I'm sorry to burst your bubble but you won't be seeing too many details on that little 4.5" LCD :LOL:

All of those millions of polygons in FFTSW that make up those little details won't be noticeable like they were on a good sized television set. The only thing you're going to notice are LARGE objects and characters near the camera. All the stuff in the background will be too small to see the little details. ;)

You think developers are gonna spend a lot of time on high resolution textures and high polygon models so that nobody can notice them on that puny little screen???
 
zidane1strife:
with 12MB of embbd ram...
Seems like another imbalanced design. Newer technologies are inevitably the future no doubt, but only when their efficiencies outweigh the economies of the old technology. With regard to memory architecture, a solution like PowerVR is so efficient it can compete using inexpensive, external RAM, allowing for enough that it'll have the resource advantage in the end. That'll mean less compromise between image quality and texturing.
PS while on another board, it was funny reading the comments about psp specs that went something like these:"Is this for real...", "Maybe in a stark trek 's wet dream...", "That must be fake, 7.1?!?..." "there could always be a downgrade"... and the like...
That's a parallel to the symptomatology being displayed by some here. They claim the PS2 and its VUs had unmatched graphical performance in its price class for its time of release, yet the system wasn't even the performance leader. The same architecture family was still ahead: Naomi 2, with its Dreamcast chipset (not even clocked higher) and its year-later addition of ELAN T&L clocked at only 100MHz and coupled with a duplicate DC renderer to rebalance the load, sustains greater complexity and capability - 10 million polys/sec with 6 light sources (up to 16 lights maximum). Again, its efficiency enabled it to compete without using double data rate SDRAM, so its advantage was packing in the SDR SDRAM in large quantities.
 
notAFanB said:
Sure, but why would you need more than 8 texture layers displayed on a tiny 4.5" LCD?

they are not neccessarily texture passes.

THANK YOU :D

Lazy8s,

Unbalanced design ?

Call me when the Dreamcast supports HOS surfaces tesselation in HW.

The ELAN, ONLY clocked at 100 MHz...

Do I need to remind you that the Elan basically only did T&L and had 10 MTransistors ?

That is almost the same amount of transistors the EE has ( ~12-12.5 ): unless you convince me that VU1 + VU0 took alone 10 MTransistors your point is pretty much moot: also consider that Elan is pretty much an Hardwired Fixed Function solution while the VUs are beyond Direct X 9 as far as degree of programmability is concerned.
 
Lazy8 said:
Actually, the hardware specs seem underwhelming.
Show me one pocket machine announced to come out within next 6months that can match even 50% of these specs. Hell, show me one that actually has 3d acceleration of any kind.

By the time PSP comes out, how many years will have passed since Dreamcast tech was shrunk to a System-on-Chip solution and made available as a low power-consumption, low cost mobile platform?
Name me one product that uses this?

PCEngine said:
Sure, but why would you need more than 8 texture layers displayed on a tiny 4.5" LCD?
It's not about displaying "more" layers. It should help to alleviate algorythms that are multipass by nature - and there's a couple that are becoming pervasively used in recent software.
 
notAFanB said:
Sure, but why would you need more than 8 texture layers displayed on a tiny 4.5" LCD?

they are not neccessarily texture passes.

That wasn't my point. My point was Flipper can do 8 texture layers in a single pass before having to resend geometry. What effect requires multiple passes on Flipper if you're not looking for more than 8 texture layers? Are there other ways to do the same effect without extra passes on Flipper?
 
PC-Engine said:
notAFanB said:
Sure, but why would you need more than 8 texture layers displayed on a tiny 4.5" LCD?

they are not neccessarily texture passes.

That wasn't my point. My point was Flipper can do 8 texture layers in a single pass before having to resend geometry. What effect requires multiple passes on Flipper if you're not looking for more than 8 texture layers? Are there other ways to do the same effect without extra passes on Flipper?

my understanding is that PSP will not require to resend geometry either and texturing is thus as cost efficient (in theory) as flipper.

as to your question on what 'effects' require multiple passes I am not to sure myself, cubemaps? stencil operations? can anyone clarify?

EDIT:

anyone else concerned with the (lack of) memory here?
 
PCEngine said:
Are there other ways to do the same effect without extra passes on Flipper?

Fafalada said:
some algorythms are multipass by design.
Volume shadows are one example where you are pretty much stuck with at least 1-extra geometry pass per each shadowcasting light.
 
I guess what I'm asking is, can you get the same effect using a different algorithm? If you can then it's not really an advantage. For example an ebedded framebuffer allows you to do motion blur, but the effect can be done in other ways that don't require eDRAM.
 
PC-Engine said:
I guess what I'm asking is, can you get the same effect using a different algorithm? If you can then it's not really an advantage. For example an ebedded framebuffer allows you to do motion blur, but the effect can be done in other ways that don't require eDRAM.

mostly you can, but that requires a rethink on the hardware design. that is while not zero sum I hardly imagine that alternatives won't have their associated drawbacks.

I still rather see more memory tho.
 
Ok, PC-Engine:

Any effect that requires multi-pass rendering on Flipper does hit the T&L chip too because you have to re-transform an re-send the geometry to the Rasterizer.

With this P-buffer, the T&L engine does not need to re-transform the geometry that needs multiple rendering passes.

The P-buffer does not use part of the VRAM.

Fafalada said:
PCEngine said:
Are there other ways to do the same effect without extra passes on Flipper?

Fafalada said:
some algorythms are multipass by design.
Volume shadows are one example where you are pretty much stuck with at least 1-extra geometry pass per each shadowcasting light.
 
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