PlayStation Platform Standardization

Acutally it be more likely to have Duron + GF2Ultra+ + 64mb.

I agree that PS2 will have more polygons. As for the better lit or not, we cant be sure, but we should be seeing better textured + filtered polygons. ;)

I think the difference is more of SNES(xbox2000) vs GBA(ps2).
 
Vince said:
Oh yes, I can just see you getting excited and shouting, "Look at teh Pixel effex!!!" over images like these utilizing the limited NSR and hardwired TCL of the NV15:

That was Carmack not me. ;)

image.gif


Again, with a standalone console and highly possible >gf2Ultra+ GPU, we wont know how far XB2000 could go. Taking PC games are not a good indication.
 
As for the better lit or not, we cant be sure

We cannot be sure ?

Seeing what GeForce 2 games have looked and in benchmarks how low the performance gets when you start adding lights and the fact that T&L for deformable models ( non static meshes ) has to be done on the Duron 600 MHz, yes I can be pretty sure ;)
 
Again, with a standalone console and highly possible >gf2Ultra+ GPU, we wont know how far XB2000 could go. Taking PC games are not a good indication.

when the feature set is relatively fixed (compared to say DX8 gen hardware). then performence can be reasonable estimated (since bar odd architectural differences) since these hards are optimised for the genral case.

er basically it's a btch trying to work out (on paper) the perfomence of Xbox/Ps2 cause there is so much we could do differently. but in your example it should be a prob.

PS: although yes texture memory and IQ should not be an issue.
 
I think the only guy who can clear this issue is.......*drumroll* ...ERP, B3D famed Xbox developer!!! :LOL:

I assumed he has worked on a proto XB, with a GF2. So what sya ERP dearest? :oops:
 
chaphack said:
I think the only guy who can clear this issue is.......*drumroll* ...ERP, B3D famed Xbox developer!!! :LOL:

I assumed he has worked on a proto XB, with a GF2. So what sya ERP dearest? :oops:

I think its pretty simple. Advanced PS2 games like SH3 show amazing VU use for skinning, morphing, etc. The XB Proto wouldn't have had any of that. Best visual candy the XB Proto could do would be a few NSR tricks.
 
Again, no chap is saying XB2000 will totally winZor PS2. Just some things are going to look better on XB2000 while others on PS2. :oops:
 
Crazyace said:
I suppose that the specs for the 'Xbox2000' sound much more like the GameCube specs...

Which isnt half as bad i guess. 8)

Still hoping for ERP's comments. Just say it dear. I dont see any wrong with speakingth(unless NDAs...). It helps for everyone. We all would appreciate for more insider knowledge.
 
Acutally it be more likely to have Duron + GF2Ultra+ + 64mb.

Xbox to coincide with the Japanese PS2 release, wouldn't even have a GF2, they have to do with a the original GF256 and 32 MB of RAM. Maybe 64 MB in segmented fashion. CPU would still be either Duron or Celeron.
 
I dont think a GF256 can do 50mpps. The book says 64mb of ram.

We have to understand that Xbox(2001) is just a 18 months project(by their words). It is virtually impossible for them to launch head to head with the Japanese PS2. Furthermore, MS will always want to start with familiar territory for their first ever big time game console.
 
Chap said:
I hate to recycle this, but since you brought it up again, even for a 2000 system, it was already inferior to DC in some regards.
Enlighten me.
I guess PVRDC has some rasterizer features GS doesn't?
There's several of those that NV2a doesn't have either, if that's the case you're saying DC is in some regards superior to late 2001 hw as well.
 
Last I checked PS2 has always supported 480p (and higher). I also never saw how DC could realistically compete in texture usage (assuming you're making use of available memory on both platforms of course).

The IQ is the only relevant argument - NOT because of the stupid arguments over early PS2 nonfiltered games(which is moot from hardware pespective that you argue).
Rather, it's because PVRDC has a better implementation of mipmapping+bilinear filter. Or more accurately, it's a pretty standard thing, but on the other hand GS implementation is awkward at best.
In general this means you're trading off the infamous mipmap horizont blur line for abundance of texture aliasing with highly inclined textures (usually ground and walls). It's possible to work these issues out, but it's extra work that most people will not even bother trying (Jak2 is a practical example of how it can be done though, as well as demonstrating it's not an issue of performance if you're willing to work on it).

Note that I didn't mention trilinear - because DCs implementation sucks and PS2 one only sucks a little less so both are generally avoided.
 
Faf:

Jak2 seems to use trilinear from the shots I've seen on the web, at least on ground textures. Well, assuming those shots aren't doctored of course...


*G*
 
Fafalada, to be honest, there are some neat things the Dreamcast could do:

DOT3 Blending in a single pass ( 2 passes [base texture + height map] total for normal mapping and bump mapping ).

Modifier Volumes ( useful for games that use Shadow Volumes ).

And no free SDK allows you to touch them... sigh and sob :(
 
The PS2 is inferior to the DC, Xbox, and GC in some regards... The Xbox is inferior to the DC, GC, and PS2 in some regards... The GC is inferior to the PS2, Xbox, and DC in some regards... The DC is inferior to the PS2, Xbox, and GC in some regards...

My, it's almost like... like... like they have different architectures or something! :rolleyes:

(Though no, I'm not going to put all my money down on ALL comparisons to the Dreamcast, but hey it doesn't take much to make "some regards," so I'm pretty sure there's a detail or two out there. :) )
 
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