Fox5:
Have we seen anything done on mbx yet?
True, it's harder to compare without the same level of software development going on.
I think extra definition from FSAA impacts mobile graphics especially because their resolutions are so much lower to begin with. MBX goes beyond Dreamcast with fitting additions like polybump and HOS support with fractional tessellation levels not limited to being fixed across each patch. Even a portable powered by Dreamcast would noticeably deliver extra FSAA definition to the small screen, and that could compare well with the PSP.
marconelly!:
In any case, the whole MBX argument is retarded. So what if it's quite cheap and maybe comparable to PSP?
The discussion regarding the MBX was about showing that outsourced solutions could be competitive.
There are many games on PS2 that match or exceed best textured DC games (and usually run at higher framerate)
Throughout which PS2 games is the texture definition as high as Sonic Adventure 2?
What effects? If there is one thing where PS2 absolutely trumps DC, it's stuff like particles, animated textures and various lighting or framebuffer effects.
Agreed for some of course, though I've seen a dot-product-bump-mapping per-pixel lighting effect on DC in-game before but not on PS2. DC also had functionality for working with and combining textures together in a quick, on-chip buffer which would probably require establishing another buffer and multiple passes for PS2.
Ty:
MBX itself is $17 (per Lazy).
No, that's with the mark-up in there from the company that's building their own architecture out of it and then reselling it out. When the manufacturer of the portable machine is the one doing the licensing, they'll be using it themselves and not reselling it. So, it'll actually be even less.
marconelly!:
Again, confusing hardware features with the actual accomplishments in software.
In DC's extremely limited dev life, it in fact used dot product bump mapping and anisotropic filtering in game. PS2 has had more opportunity than any system this generation to show itself, so it hasn't been as practical for PS2 if such features haven't been used.
PS2 has a strong advantage in frame buffer post processing, but motion blur is still practical for DC with smart application or focused on the models you want to accentuate.