Take a look at these screens of Jak II. Do you still think that PS2 is inferior in the geometry department?
It is difficult to see where a performance increase, so big it would be worth compromising IQ so much, would come from. In fact in some ways mip mapping should increase performance.
I didn’t say they were not. I said that few xbox games actually use them
The clamp function on GS is hardwired. It is used to “stretch†textures, it’s just a general function that can be used in a variety of ways
In most cases the xbox high resolution textures is “just†a low res base texture, with a detail texture on top of it.
Okay, so PS2 can’t fit a whole frame buffer system inside its 4Mb VRAM, so what? It saves huge amounts of bandwidth by having all the buffers on die, I think that’s an acceptable trade off.
Besides 480p looks almost as good, and doesn’t have the performance hit of 720p. The important thing is that it is progressive, that is much more noticeable than a slight increase in resolution.
By the time PS2 is faced out, it will still only be a very small percentage of the world’s population who have access to HDTVs.
And?
Whats the situation in xbox?PC-Engine said:...IIRC the GS's triangle setup is limited to 75 Mpolys/s while the EE can only dish out 66 Mpolys/s so the bottleneck is at 66...
PC-Engine said:It is difficult to see where a performance increase, so big it would be worth compromising IQ so much, would come from. In fact in some ways mip mapping should increase performance.
So why is it rarely used in high profile PS2 games while it's common on Xbox games???
rabidrabbit said:Whats the situation in xbox?PC-Engine said:...IIRC the GS's triangle setup is limited to 75 Mpolys/s while the EE can only dish out 66 Mpolys/s so the bottleneck is at 66...
How much can the 733 MHz CPU push out polys?
Is the 116 million polys on xbox a theoretical number that the GeForce chip could push, if the CPU could feed it enough data?
I'm just asking because this is unclear to me.
rabidrabbit said:Whats the situation in xbox?
How much can the 733 MHz CPU push out polys?
Is the 116 million polys on xbox a theoretical number that the GeForce chip could push, if the CPU could feed it enough data?
I'm just asking because this is unclear to me.
The CPU in Xbox doesn't do any TnL as that's the job of the dual vertex shaders.
_phil_ said:The CPU in Xbox doesn't do any TnL as that's the job of the dual vertex shaders.
triangle setup is CPU bound.Also the VertexShaders on Xbox cannot generate vertices,VU1 Can.
PC-Engine said:Why do you have this weird need to constantly whine like a little girl?
Nobody is forcing you to read this.
I'd rather you not read further as your whining is extremely annoying...
How’s that? I think you can get a pretty good impression of the curvedness of round shapes, and the geometric richness of the environment by looking at screens. One thing you can’t see of course, is the framerate, the problem of many xbox games.PC-Engine said:Take a look at these screens of Jak II. Do you still think that PS2 is inferior in the geometry department?
Using screens to gauge specific poly counts is futile. Those pics are not very impressive btw.
Good question.It is difficult to see where a performance increase, so big it would be worth compromising IQ so much, would come from. In fact in some ways mip mapping should increase performance.
So why is it rarely used in high profile PS2 games while it's common on Xbox games???
I use my eyes.I didn’t say they were not. I said that few xbox games actually use them
Anisotropic maybe but trilinear?? How do you know this???
Not trilinear, but anioso. With anioso you’re decreasing the resolution of the texture perpendicularly to the tilt of the polygon, the same thing can be done with a little creative use of clamp.The clamp function on GS is hardwired. It is used to “stretch†textures, it’s just a general function that can be used in a variety of ways
How is stretching textures equivalent to trilinear???
Again I agree. But question is, can't PS2 do something similar?In most cases the xbox high resolution textures is “just†a low res base texture, with a detail texture on top of it.
Nobody asked how it's achieved. Point is it's superior looking textures end of story.
Again, what is your point?Okay, so PS2 can’t fit a whole frame buffer system inside its 4Mb VRAM, so what? It saves huge amounts of bandwidth by having all the buffers on die, I think that’s an acceptable trade off.
Besides 480p looks almost as good, and doesn’t have the performance hit of 720p. The important thing is that it is progressive, that is much more noticeable than a slight increase in resolution.
By the time PS2 is faced out, it will still only be a very small percentage of the world’s population who have access to HDTVs.
Point is it's available for 99% of the Xbox games so if someone has an HDTV they can take advantage of it for 99% of the games not just a pathetic 1%..
People by HDTVs for higher image quality right? Progessive is better than interlaced isn't it???
And?
As I’ve already said, I can’t see the great, cost to usefulness, ratio in putting a HDD in the machine as standard. It is still the biggest cost ms has to swallow in the production of the box....people don't need to worry about spending more money to buy extra bandaids for games that use the hardrive and ethernet because it's already built into EVERY Xbox console...
london-boy said:not to be off topic, but why are there still people who argue about hardware superiority? i have a PS2, not an Xbox (for obvious financial reasons, nothing else), and i'm the first to acknowledge that hardware that came out 18 months after Ps2 will of course be superior.
Squeak said:london-boy said:not to be off topic, but why are there still people who argue about hardware superiority? i have a PS2, not an Xbox (for obvious financial reasons, nothing else), and i'm the first to acknowledge that hardware that came out 18 months after Ps2 will of course be superior.
Much of the technology in xbox has the same age, or is older, than the technology in PS2, and most importantly overall PS2 is better optimised for realtime 3d.
Squeak said:I didn’t say they were not. I said that few xbox games actually use them
Anisotropic maybe but trilinear?? How do you know this???
I use my eyes.
Squeak said:Not trilinear, but anioso. With anioso you’re decreasing the resolution of the texture perpendicularly to the tilt of the polygon, the same thing can be done with a little creative use of clamp.
Squeak said:london-boy said:not to be off topic, but why are there still people who argue about hardware superiority? i have a PS2, not an Xbox (for obvious financial reasons, nothing else), and i'm the first to acknowledge that hardware that came out 18 months after Ps2 will of course be superior.
Much of the technology in xbox has the same age, or is older, than the technology in PS2, and most importantly overall PS2 is better optimised for realtime 3d.
i mean, what does that REALLY mean anyway?
And the Nv2A wasn't designed around doing realtime 3D graphics?
_phil_ said:And the Nv2A wasn't designed around doing realtime 3D graphics?
Let's say more intelligent 3d graphics
I see CPU (versus GPU+CPU) ,as the best way to achieve intelligent , reactive graphics.
So ps2 is a start toward that.