chaphack said:while PS2 feels....not right...
T4 being less 'colourful' might be just artistic desicion. DOA games do seem to have always been high contrast colours.
Or we could just take out a DC, boot it up and test the games.
and yes, i still feel DC VQ > PS2 CLUT. It just has the smooth PC quality look(PVR duh!) while PS2 feels....not right...
Try covering the Sony logo at the front....
The DC supports native VGA out, so it can effectively output that "devkit buffer" quality and clarity. The progressive scan goes a long way, too. And being an official machine spec, more than 95% of the games supported it and were properly tuned for it.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.
The DC supports native VGA out, so it can effectively output that "devkit buffer" quality and clarity. The progressive scan goes a long way, too. And being an official machine spec, more than 95% of the games supported it and were properly tuned for it.
notAFanB said:The DC supports native VGA out, so it can effectively output that "devkit buffer" quality and clarity. The progressive scan goes a long way, too. And being an official machine spec, more than 95% of the games supported it and were properly tuned for it.
yea it's uber fantastic for some the shooters that came out, trust your eyes tend to start bleeding after around 2 days.
field render was a non issue for DC, I think.
Probably not. R4000 is a single-issue scalar processor.Can the VFPU be used at the same time as the FPU or not ?
It is very likely that FPU and VFPU have their own sets of registers. Other than that, the Integer Unit + FPU + VFPU of PSP forms single processor, just like how X86+X87+MMX+SSE forms the single processor in the PC world.If a model similar to the SH-4 was chose, it would imply that the VFPU is built on top of the FPU and a hopefully fast state switch has to happen between FPU and VFPU operation.
You have to remember that the design team behind PSP was more concerned with "architecture balancing" than extracting the maximum performance possible from sillicon. I can actually see that the designers have put a considerable amount of efforts to balance the PSP architecture and I appreciate that. I have no real criticism of PSP architecture other than the obvious memory shortage.(Why not use some cheapo external DDR DRAM)So, in this case the R4000i has a dual issue FPU or did I imagine the FPU in the diagrams Sony posted ?
DeadmeatGA said:On the other hand, I can't say the same about CELL.......
Well, play them. JAk 2 has strikingly better textures than R&C or R&C2, that's not even worth comparing.Actually im sure Jak2 aint got the detailed texturing on SAs, Jak2 texture seem to have gotten the RC treatment based on screenshots...eewwww. then again, haven play em.
Much better image quality (no shimmer) and beter textures than Shenmue, while running at 2x framerate. I compare both games simply because they have simillar room-loading structure and realistic look.[/quote]TR...hmm...no idea...but looks like the usual PS2 look..
I have no real criticism of PSP architecture other than the obvious memory shortage.(Why not use some cheapo external DDR DRAM)
DeadmeatGA said:Probably not. R4000 is a single-issue scalar processor.Can the VFPU be used at the same time as the FPU or not ?
It is very likely that FPU and VFPU have their own sets of registers. Other than that, the Integer Unit + FPU + VFPU of PSP forms single processor, just like how X86+X87+MMX+SSE forms the single processor in the PC world.If a model similar to the SH-4 was chose, it would imply that the VFPU is built on top of the FPU and a hopefully fast state switch has to happen between FPU and VFPU operation.
You have to remember that the design team behind PSP was more concerned with "architecture balancing" than extracting the maximum performance possible from sillicon. I can actually see that the designers have put a considerable amount of efforts to balance the PSP architecture and I appreciate that. I have no real criticism of PSP architecture other than the obvious memory shortage.(Why not use some cheapo external DDR DRAM)So, in this case the R4000i has a dual issue FPU or did I imagine the FPU in the diagrams Sony posted ?
On the other hand, I can't say the same about CELL.......
Not really...Infact resolution is a fourth of what PS2 uses
Play pretty much any better looking PS2 game that works with blaze VGA adapter, and there you go.however, I doubt even one can match the visual clarity provided by dreamcast's vga out
marconelly! said:Not really...Infact resolution is a fourth of what PS2 uses
640x448 = 286720
480x272 = 130560
that's about 2.1x less than PS2
However, I think 2MB VRAM is just fine for all the buffers and texture scratchpad on PSP. At 24bit color depth you need ~1.5MB for front+back+Z buffers, so the remaining 0.5 can be used for constant texture upload, like PS2 is doing. Hoewever, considering that you have to keep all the executable code, models and textures in that 8MB of RAM, I think things might become less than desireable. GBA comparision doesn't work for two reasons - a) it's cartridge is effectively being used as a memory, b) it's games are much simpler than what everyone is expecting from PSP. I think this gen cosole games have executables that range from 2-4MB, and that is a lot when you have to put all the textures and models there too (sounds I guess can go to that 2MB in the media engine?)
Play pretty much any better looking PS2 game that works with blaze VGA adapter, and there you go.however, I doubt even one can match the visual clarity provided by dreamcast's vga out
I think that they meant 2.6FLOPS for either FPU/VFPU. Not in conjuction but not separatelly. I mean that 2.6 GFLOP for VFPU and 2.6GFLOP for FPU just that you use one or the other in each cycle.Posted: Thu Nov 13, 2003 10:10 pm Post subject:
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8 FP ops/cycle would be 2.6+ GFLOPS at ~333 MHz
2.6 GFLOPS is the number that SCE presented.
Is that only the peak for the VFPU ?
Does that count the VFPU and the FPU ?
ShinHoshi said:I think that they meant 2.6FLOPS for either FPU/VFPU. Not in conjuction but not separatelly. I mean that 2.6 GFLOP for VFPU and 2.6GFLOP for FPU just that you use one or the other in each cycle.Posted: Thu Nov 13, 2003 10:10 pm Post subject:
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8 FP ops/cycle would be 2.6+ GFLOPS at ~333 MHz
2.6 GFLOPS is the number that SCE presented.
Is that only the peak for the VFPU ?
Does that count the VFPU and the FPU ?