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.
Unlock and sticky the official ps3 topic
make a official xbox2 topic, sticky it
make an official n5 topic, sticky it.
True, but unintentional in regard of up bumping, that was just a side-effect of my update.Paul said:ChryZ bumped it when it was on like the 3rd page if you haven't noticed.
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???
True, but unintentional in regard of up bumping, that was just a side-effect of my update.
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.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???
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.
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.
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.
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.with 12MB of embbd ram...
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.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...
Sure, but why would you need more than 8 texture layers displayed on a tiny 4.5" LCD?
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.
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.Lazy8 said:Actually, the hardware specs seem underwhelming.
Name me one product that uses this?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?
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.PCEngine said:Sure, but why would you need more than 8 texture layers displayed on a tiny 4.5" LCD?
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.
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?
PCEngine said:Are there other ways to do the same effect without extra passes on Flipper?
Volume shadows are one example where you are pretty much stuck with at least 1-extra geometry pass per each shadowcasting light.Fafalada said:some algorythms are multipass by design.
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.
Fafalada said:PCEngine said:Are there other ways to do the same effect without extra passes on Flipper?
Volume shadows are one example where you are pretty much stuck with at least 1-extra geometry pass per each shadowcasting light.Fafalada said:some algorythms are multipass by design.