Wouldn't that be because PS2 doesn't have backface culling HW and so it's cheaper to render everything?Crazyace said:The PA tends to only measured polys that generate valid pixels - I'm curious whether the N2 number is measuring pre T&L triangles or post.Simon F said:According to a previous poster, the best achieved on PS2 was typically 7.5MP/s. The 10MP/s on N2 was a measured performance rate (the peak figure is higher
I suspect that the Elan figure would be pre-T&L because I think Elan had a flag to do BF culling if requested. Don't quote me though, it's been a long time.
My assumption was that the N2 version was already highly tessellated and that most of the effects would have been done with per-vertex calculations. It always seemed to me that Sega liked vertex operations as opposed to texture-effects (as used, say, by "id").Both flipper and N2's elan ( unless I'm mistaken Simon ) probally have a lot processing power than VU1 on the PS2, but the programable nature can allow you to get a lot more bang for your buck.
There's a lot of room in terms of almost quick and dirty subdivision schemes to lesson the poor look of vertex compared against pixel lighting, and I'm sure that if AM2 had spent more time on the PS2 version of VF4 they may have increased the visual quality. ( It's normally true that as a programmer you can think of a least half a dozen major improvements to any project once it's actually out )