On the topic of "Cell" press releases and such...

Re: ...

4x PSP GPUs. SCEI likes to recycle old designs.(GS, SPU2, IOP, etc. Even PSP chipset is an enhanded PSX chipset)

Actually,the Cell is a new design,which is why IBM is involve.Cell is said to only have used some of the basic work of the original EE.And,is recycling THAT big of a deal if it were used?Judging from history itself,the little "recycling" that was used after the PS2 was able to pull off work from CGI movies like the 9800 does now.May I also add that although the PS2 isn't the most powerful of the three systems,the Xbox (the most powerful of the three) doesn't hold much of an advantage in power when you start comparing performance,and this is after two years almost.Now,if you look at the Dreamcast after only eight months and compare that to the PS2,the difference is more than what you see now.So,if you ask me,it really isn't a bad thing when using recycled ideas -- as long you know how to utilize and evolve its previous performance in a way in which it was never done before.
 
May I also add that although the PS2 isn't the most powerful of the three systems,the Xbox (the most powerful of the three) doesn't hold much of an advantage in power when you start comparing performance

well, the reality is, each 1 of the 3 current consoles has strengths and weaknesses over the other 2.

PS2 has some advantages over Xbox and Gamecube (raw fillrate, graphics memory bandwidth, programmablity/flexibility)

Xbox has some advantages over PS2 and Gamecube (textures/texels per clock, pixel shading, harddrive, amount of memory)

Gamecube has some advantages over PS2 and Xbox (low latency 1T-SRAM, CPU L2 cache, fastest loading times usually)

and if we include Dreamcast in this, it has a few advantages over each of the 3 surviving consoles, but also many weaknesses given that it's the oldest of the 4 (hardware was finished in late 1997 or early 1998)
 
As for the character models we could be looking at over 2 million polygons per model. Times that by the framerate and the characters on scrren, we could be looking up to billions of polys.
 
What would we need 2 million polys per model for when they typically will only occupy a fraction of the screen area? Also, even with half a gig of memory, a 2-million poly model is going to occupy a hefty chunk of RAM.

Multiply that by the amount of models actually needed for a realistic game, and it won't be pretty.
 
Guden Oden said:
What would we need 2 million polys per model for when they typically will only occupy a fraction of the screen area? Also, even with half a gig of memory, a 2-million poly model is going to occupy a hefty chunk of RAM.

Multiply that by the amount of models actually needed for a realistic game, and it won't be pretty.

HOS, Displacement Mapping, etc... are all things not present in your vocabulary today, huh ;) ?

:).
 
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