Cuz even though it has no specialized 3d hardwayadada or sound badabada, it still has to put that databata like framybuffys and soundysamplys somewherish.ANYWAY, is the 8mb ram enough? yeay, i know its edram yadayada, but we said that about PS2 and then what happen....i duno, even the Ngage has what 12mb(not edram coz)?
Cuz even though it has no specialized 3d hardwayadada or sound badabada, it still has to put that databata like framybuffys and soundysamplys somewherish.[/quote]Fafalada said:ANYWAY, is the 8mb ram enough? yeay, i know its edram yadayada, but we said that about PS2 and then what happen....i duno, even the Ngage has what 12mb(not edram coz)?
hey69 said:Face it , PSP is gonna be the PLAYSTATION PORTABLE . all those extra PDA stuff and video stuff is gonna be just somthing extra features but the main core of the psp will stay a portable GAMING console . UMD will only be used as the carrier for the GAMES nothing more nothing less!
rabidrabbit said:(ok l-b, you make me laugh occasionally)
Fafalada said:Relying mostly on fixed functionality - actually current spec suggest it could be less programmable then PSOne.Or more interestingly, what is the programming model? How does it fit into the programming model?
So you actually believe R4k in PSP will have a dual issue FPU? And I thought Panajev was the optimist here...Deadmeat said:An irrelevant statement since they constitute one logical processor
?not three like we have in EE.
EE = R59k + 2xVU + IPU
PSP = R4k*2 + GPU + AVC + VME...
I count more units on the second chip dude.
Fafalada said:Cuz even though it has no specialized 3d hardwayadada or sound badabada, it still has to put that databata like framybuffys and soundysamplys somewherish.ANYWAY, is the 8mb ram enough? yeay, i know its edram yadayada, but we said that about PS2 and then what happen....i duno, even the Ngage has what 12mb(not edram coz)?
(apologizes to everyone if the words from above sentence appear anywhere else in the forum in the future )
Though last I checked GBA was getting by with far less memory and games still looked a lot like NGage ones but with better framerate.
*is busy building Panajev a shrine*I knew it... I order those 10,000 copies of Axel Impact
Nope, not true anymore (and I'd argue it wasn't really true from day one - TTT had better textures/IQ than either DOA2 or SC) Pretty much every DC game I can think of on DC now that I could say had good textures now has a counterpart on PS2 that has textures same or better on PS2 with tons more geometry, effects, lighting and sometimes twice the framerate. Examples: TR:AOD vs Shenmue, Jak2 vs SA2, SC2 vs SC, etc...The "superior" DC textures/IQ is not a myth, its a reality and its all about balance
marconelly! said:Nope, not true anymore (and I'd argue it wasn't really true from day one - TTT had better textures/IQ than either DOA2 or SC)The "superior" DC textures/IQ is not a myth, its a reality and its all about balance
Shimmering and aliasing were on the japanese version (not sure 'bout U.S), in euro launch it was repaired and the IQ in that game can still hold a candle with newer titles (on any console).notAFanB said:marconelly! said:Nope, not true anymore (and I'd argue it wasn't really true from day one - TTT had better textures/IQ than either DOA2 or SC)The "superior" DC textures/IQ is not a myth, its a reality and its all about balance
while the situation is much better now. I don't see how TTT props up you point. that title had some nice texturing but had shimmering and aliasing everywhere.
???
Total of 4 MB of Embedded DRAM
Draw, Display, Z and Texture Buffers
What are some recommended buffer sizes?
PAL (512 x 512), NTSC (512 x 448)
Progressive scan support with full height buffers
2-Circuits of the GS to reduce interlace flicker
alpha blend odd/even fields at no cost
marconelly! said:Nope, not true anymore (and I'd argue it wasn't really true from day one - TTT had better textures/IQ than either DOA2 or SC) Pretty much every DC game I can think of on DC now that I could say had good textures now has a counterpart on PS2 that has textures same or better on PS2 with tons more geometry, effects, lighting and sometimes twice the framerate. Examples: TR:AOD vs Shenmue, Jak2 vs SA2, SC2 vs SC, etc...
Fafalada said:*is busy building Panajev a shrine*I knew it... I order those 10,000 copies of Axel Impact
It wasn't a knockdown a swear
Anyway, in regards to FPU I was simply going by the example of R5900 which even though it has two COP pipes can't issue instructions on both coprocessors at the same time.
In this situation, it the vector FPU can't operate independantly, the scalar FPU is effectivelly useless - the vector FPU can execute scalar ops every bit as efficiently, so why would you waste silicon on extra execution units and register stack?
And iirc SH4 has a single FPU that was extended to execute vector ops.
Maybe those who feel DC textures were so supersharpy should play them again. In internet pictures they look often better than in real life for the sole reason that can be seen in today's consoles; the pics are higher res devkit buffer shots than what you see on telly.chaphack said:TTT...hmm no idea, but T4 aint as clean as DOA2(DC), the textures are smooth but it feels like is less colorful..(like a PDA with 8bit vs 16bit colors)..the colors feel "light".
TR...hmm...no idea...but looks like the usual PS2 look..