Arwin said:
Ok, I got thrown off by the post I replied to, which also just said company x did a fine job with game y, without mentioning anything on the DS GPU, sorry about that.
Anyway, to me, the DS GPU is certainly a lot more advanced that I initially thought it would be (though admittedly I haven't had the highest of regards for Nintendo's handheld hardware, so my expectations were low). And 2000 polys per frame is quite a lot for such a small screen - does this also translate to 1000 per screen if you use both? And then you can use textures quite liberally I understand.
IIRC, you can't split 3D rendering power between both screens on the DS. To do 3D on both screens, you need to alternatively assign the more powerful processor of the DS (the ARM9) to one screen, then the other one. Or you can get away with GBA-looking "3D" stuff on one of the screens (like the sky in Animal Crossing, which looks very bad when compared to the lower screen).
Concerning the display limitation, I think (not sure) that it's a limit after every other 3D operation in the pipeline has been done (culling...) so the theorical figure could be (much) higher.
Texturing can be ok, because the DS can directly stream texture data from the cartridge (that's what Mech Assault is doing), and the GPU features texture compression.
My feeling is that if Nintendo had not gone the very cheap way and had implemented a decent texture filtering on the DS, the graphics would not be so decried and the PS1-comparisons would not have occured.
Also, considering how bad many 3D games look on the DS whereas it can provide such cool graphics (FF3, Mario Kart, Viewtiful Joe, Mario Basket, Nanostray, even Nintendogs and Animal Crossing...), it looks like either the GPU is very hard to use properly, or that many companies just don't care.