OK let me try and phrase this another way.
Hehehe... Give it up... Faf and I have tried and failed to convince 'em...
IMO the PS2's biggest weeknesses from a texturing standpoint are the lack of some obviously useful destination blend modes on the GS, and the difficulty involved in implementing decent filtering.
Bingo! That's pretty much hitting it on the button. A few more MIP levels wouldn't hurt either... (7 is a bit too few...)
Sony no doubt had reasons to do things the way they did, but all their competition now use something much better for texture storage. In terms of quality/bit there is no comparison.
What would you expect them to do? I mean S3TC was debuting on S3 Savage hardware right around the time the GS was completed so it's not that wouldn've been a viable option... Trying to come up with some method of incorporating a texel unpack hardware on a physical design like the GS in it's timeframe would've possible caused more design headaches than it would have solved. Better to just improve performance with tried and true technologies (besides lots of older hardware, like Voodoos suffered cycle penalties for accessing lookup tables back then)
If PS2 had DXTC textures 4-bit and 8-bit CLUT textures would instantly be dead formats for almost everything except some special effects achievable by palette manipulation.
I'd have to disagree here... I think they'd still be around and in active use. However the other formats (32, 24, 16-bit, etc...) would've probably become rather depreciated...
You mean trilinear / anisotropic, etc kind of texture filtering? How difficult is it to achieve trilinear filtering?
It's not at all really... It's just that the performance hit sucks enough that it's really not worth it...