Why would u expect it to compare against a top of the line gpu ?
That's not the point. I'm not expecting it to compete against a top-of-the-line GPU. The point is that this is no proof that tile rendering can compete against a top-of-the-line GPU.
Not bad for a card you could get for sub 150$ at the launch of the geforce 3 .
I'm sure the Kyro II is a fine card, and good value for money (that's why I bought it in the first place), but that is not the issue here.
Well lets see the powervr version of the neon 250 had to work with windows ce. Which had a version of dx on it. So that is thrown out right htere. Then it had to work with segas os .
Just because there's DirectX doesn't mean it's what people use, or that it's comparable to the PC-version of DirectX (not even XBox is comparable). I'm quite sure that most developers did not use DirectX on the DreamCast, and certainly not ported PC DirectX code.
Console-software generally gets the most from the hardware because it is custom-made for the hardware, unlike PC software, which has all kinds of compatibility/abstraction layers.
The reason why that pc part did not do well is because the dc took most of their time and effort.
Not at all. It's pretty much the same part, it didn't require much extra effort other than developing PC drivers.
The biggest problem was that OpenGL and DirectX were not very good ways to get the most from the hardware (enter PowerSGL).
I actually have a PowerVR card in my old ppro200 (an Apocalypse 3Dx), and it can barely play Quake 1 in 640x480 with minigl. I'm quite sure that the card itself is capable of much more, if used properly.
Well in the past we have seen it (kyro)
No we haven't. Kyro lacked many features that were available on conventional renderers, such as programmable shaders or hardware T&L.
The Kyro was also manufactured with an older process than its competitors. Therefore Kyro was not top-of-the-line, and you cannot make a fair comparison against top-of-the-line cards.
The DreamCast was even less advanced than the Kyro, so it proves even less about cutting-edge performance of tile rendering.
It only proves that tile-rendering was a cost-effective and competitive solution for game consoles at the time. The DreamCast can't go up against the XBox though, and there's no replacement, so we don't know if tile-rendering is still a good option for consoles.
and in the moble market we are seeing it right now (mbx ) Or and not only is the mbx more powerfull than the ati and nvidia offerings but it has a much smaller transister count , offers free 2x fsaa and suses much less power .
Yes it's nice on paper, but have you actually seen any of these chips in real life? And have you actually benchmarked them against eachother to see which one performs best, and which one actually gives the longest battery life in practice?
But because of their lack of 3d add in cards doesn't mean they haven't proved to have great tech and leading edge tech in other fields
This however is irrelevant, when we want to know whether or not tile rendering is the best solution for high-end cards in the near future, which is what I am interested in (is the Gigapixel technology worth anything today?).