PSP question

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...
 
T4 being less 'colourful' might be just artistic desicion. DOA games do seem to have always been high contrast colours.

it's both, less of an since since Tekken titles have always been rather the dark side.

Or we could just take out a DC, boot it up and test the games.

I do. well actually mostly to boot up the kof titles now and then.

and yes, i still feel DC VQ > PS2 CLUT. It just has the smooth PC quality look(PVR duh!) while PS2 feels....not right...

could you be a little less vague. PS <8bit clut has a lot of trouble with large color variations (potraits, cloths marks, see lei fangs chineses dress).

for material surfaces it would be fine but the sub 256*256 mapping resolutions really hurt it.

Try covering the Sony logo at the front....

too late 8)
 
rabidrabbit:
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.
 
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.
 
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.


yeah, the fact that the easy VGA connectability of DC wasn't used on later caonsoles really bugged me this generation.
still, this does not mean that DC has superior IQ to PS2, just more consistant. PS2 has "some" games with IQ and textures that blow DC games out of the water, but it also has many lazyjobs with undecent output. but hey all consoles have embarrassments, PS2 just happens to have more than the competition for the simple fact that it's the market leader and software houses are prepared to release pure crap for it just to make a quick buck...
 
...

Can the VFPU be used at the same time as the FPU or not ?
Probably not. R4000 is a single-issue scalar processor.

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.
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.

So, in this case the R4000i has a dual issue FPU or did I imagine the FPU in the diagrams Sony posted ?
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)

On the other hand, I can't say the same about CELL.......
 
Re: ...

DeadmeatGA said:
On the other hand, I can't say the same about CELL.......

[sarcasm ON]

REALLY :oops:

We must have missed that! Why don't you create another 84 new topics (which will be locked in the following 12 hours, depending on mods availability) on how Sony will fail miserably, on how Cell will do less than current generation of hardware... just to keep us updated.... we wouldn't wanna forget how you feel about Cell...

[sarcasm OFF]
 
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.
Well, play them. JAk 2 has strikingly better textures than R&C or R&C2, that's not even worth comparing.

TR...hmm...no idea...but looks like the usual PS2 look..
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]
 
I have no real criticism of PSP architecture other than the obvious memory shortage.(Why not use some cheapo external DDR DRAM)

:LOL:

Your funny.

PSP has over 30 times the memory ammount of the SP, and I didn't even go into bandwidth numbers yet. And your saying PSP has a lack of memory? How pathetic has your trolling become.

There is no memory shortage for PSP, it does not exist.

The VRAM is only 2mb sure, but you don't look at the full picture. PSP will not be outputting in 640X480 resolution, so you save memory and fillrate here already. Infact resolution is a fourth of what PS2 uses, so if you were to compare it directly, PSP has 8MB of vram.

Main DRAM, 8MB. However the hardware tessellation unit using HOS will be able to compress vertex data.
 
DeadmeatGA said:
Can the VFPU be used at the same time as the FPU or not ?
Probably not. R4000 is a single-issue scalar processor.

You are correct and I did not check that fact before asking the question.

Unless they heavily modified the R4000i, which I would agree is extremely unlikely, the CPU core remains single issue and only able to push either the ALU or the FPU or the VFPU each cycle.

Not a problem with a not dumb compiler and attention paid by the coders when writing hand-assembly.

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.
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.

Likely, but until we can understand how exactly the 2.6 GFLOPS number comes out from the 333 MHz CPU then we cannot exclude something like a customized MIPS3D ASE is being used.

After all, SCE mentioned that the CPU was using custom CG extensions to its ISA.

So, in this case the R4000i has a dual issue FPU or did I imagine the FPU in the diagrams Sony posted ?
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)

On the other hand, I can't say the same about CELL.......

Let's keep CELL out of this discussion, ok ? ;)

You got correct your analysis of PSP's chipset: a brand new chipset built with 90 nm technology targeted for GCN like performance ( if you exclude the difference in main RAM... Flipper does not support Hardware HOS tessellation while PSP's GPU does so it is far more likely that good and experienced developers will make use of HOS for more and more objects thus saving more main RAM [I assume both GPUs can use different instances of the same model with slightly different textures and so on to reduce the amount of space geometry data takes in main RAM] ).

Of course I do not expect more than DOT3 blending on PSP's GPU ( thus "qualifying" for pixel shading under a bit loose definition of the term [add dependent texture reads and I will not complain about what you call it :)] ) while GCN has its nice TEV unit for Pixel Shading and Multi-texturing.

The reason for DOT3 blending would be again to balance the architecture better by offering another way to save main RAM ( yes I know the Dreamcast could have used it too and so can the GCN :), but the PlayStation 2 cannot and for developers with PlayStation 2 background this would be a welcomed addition ) thanks to the use of Normal Mapping or the patented POLYBUMP technology: basically what DOOM III does.

This is the same thing PVR MBX does and they have shown it running with POLYBUMP samples: it allows to reduce main-RAM usage and it allows to speed up GPU processing as it can help reduce the load to the Dynamic Tessellation unit in the GPU.
 
Some ps2 games may have better textures and more polygons than dreamcast games(well, many ps2 games do), however, I doubt even one can match the visual clarity provided by dreamcast's vga out. Heck, I'd be surprised to find a gamecube or xbox game that provided as much clarity.(unless it's an xbox game that supports above 480p)
 
Infact resolution is a fourth of what PS2 uses
Not really...

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?)

however, I doubt even one can match the visual clarity provided by dreamcast's vga out
Play pretty much any better looking PS2 game that works with blaze VGA adapter, and there you go.
 
Bleh, I still doubt, it may be vga but I....oh wait, ps2 does support native vga out, doesn't it? Well, so does gamecube(I think...or does the cable have a chip that converts the signal to vga?) and its quality often isn't on par with dreamcast, and at best probably still slightly below.(though that may be some form of antialiasing blurring it a little)
 
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 ?

In the first case it would make the most sense as if the VFPU were a normal 128 bits SIMD FPU it would have a peak of 8 FP ops/cycle ( FP MADD ).

The second case would make less sense as if we go by the assumption that the R4000i used in the PSP is still a single-issue core then there is just no way both the VFPU and the FPU can be issued MADDs every cycle.

Well, we could think that 8 FP ops for the VFPU and 2 FP ops for the FPU are every other cycle ( in such a way that the two would not over-lap ).

This would deliver only 1.6 GFLOPS.

I think we can exclude that the quoted 2.6 GFLOPS is a benchmarked number and more of a theoretical peak.

We would have to do 16 FP ops every other clock cycle to reach the peak value we are looking for.

I think that the 2.6 GFLOPS figure is the peak of the VFPU and it does not take into account the use of the FPU as it cannot be used to increase the peak FP processing value.
 
marconelly! said:
Infact resolution is a fourth of what PS2 uses
Not really...

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?)

however, I doubt even one can match the visual clarity provided by dreamcast's vga out
Play pretty much any better looking PS2 game that works with blaze VGA adapter, and there you go.

You also do not need as high resolution textures as PlayStation 2 to retain the same texturing quality: lower resolution helps to keep the texel to pixel ratio in balance.

A 512x512 texture would be great for PlayStation 2, but for PSP's 480x272 screen resolution it is even a bit big if you know what I mean.

Several models and some background parts can be modelled using HOS and this would save main RAM and main RAM-to-GPU bandwidth leaving more for texture streaming.

The UMD should have better access time and transfer rate compared to PlayStation 2's DVD and we would be streaming from the UMD often in games that want to maximize texture and geometry usage.

As far as texturing goes you could have a static texture buffer in VRAM and a dynamic texture buffer in VRAM.

In main RAM you would replicate that, but in bigger scale ( we have more memory ): a static and a dynamic texture buffer ( from the static texture buffer we would keep the textures that are used more than once in the current and following frames and the dynamic texture buffer would be used to stream textures in and out the UMD.

You are correct, I think I/O code/ Networking code and Audio data will go in the Media Engine's 2 MB e-DRAM memory pool.
 
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 ?
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.
 
ShinHoshi said:
Posted: Thu Nov 13, 2003 10:10 pm Post subject:

--------------------------------------------------------------------------------

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 ?
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.

The FPU can only peak at 0.6+ GFLOPS: it should be no more than a standard FPU with FP MADD support ( FMA + FDIV ).

The VFPU would peakr at 2.6+ GFLOPS using a 4-way Vector MADD every cycle.
 
Paul, there is more to it than simple resolution...

You are playing at 480x272 on a 4.5'' display and the pixel size is likely to be quite smaller than the pixel size of a 640x448 picture on a normal monitor/CTR screen people use with their PlayStation 2.

Smaller pixel size improoves the Image Quality quite a bit ( reduces edge aliasing effects as it becomes more difficult to notice the stair-case step effect ).
 
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