Here are the facts:
The PSP has about 80% of the graphical power of a PS2.
The PSP was released 4 years after the PS2.
PSP: year 2004 and PS2: year 2000
Here are the predictions:
The PSP2 should be at least 80% as powerful as the PS3.
The PSP2 should be released 4 years after the PS3.
PSP2:year 2010 and PS3: year 2006
Since the PS3 (theoretically) can do 275million polygons per second.
The PSP2 should (theoretically) do 220million polygons per second.
There was a rumor that the SGX543MP (quadcore) will be used in PSP2. If it is used then it can only (theoretically) do 130million polygons per second. This chip cannot keep up with 80% of the graphical power of the PS3. Time to shop around or innovate.
TBDR lost out to ATI and nVidia the last time they competed. The goal is to make extremely powerful chips, without forcing the developer into one type of fixed graphical capability offered by the hardware. The PS2 lasted so long because the GPU is extremely fast and powerful and people could find ways to get graphical power out of it years and years later via coding efficiency. If the PS2 GPU was a slow hardware with fixed functions, ALL games will be bound by the performance of that slow hardware and fixed functions. Get rid of the fixed features in hardware, and instead offer a very powerful general silicon where code is king. That is why the PSP's MIPS processor is so successful, lasting so many years with no competition in sight (at this moment at least). Forcing one way to implement 3D (Tile based deferred rendering) only hampers future innovation. Let the code decide whether to split it up into tiles or whether to do deferred rendering. The industry is headed to OpenCL, where coding determines efficiency. Why are some vendors going the opposite direction and forcing a particular type of 3D implementation? If TBDR is so great why do the top graphics vendors ATI and nVidia not forcing the developers to use it? There is a reason and I think there is a lesson to be learned here. Cost and power efficiency is relative and can be achieve with powerful non-fixed function chips (like that used in the PSP).
Here is a PSP using coding techniques to tap the power of the MIPS...
http://www.primotechnology.com/wp-content/uploads/2009/02/acreedpspmore.jpg
Here is an iPhone dependent on the fixed functions of TBDR...
http://images.macworld.com/appguide/images/320/791/954/ss1.jpg
Note that while on the PSP you can change coding techniques to improve graphics, the iPhone is kinda stuck with the fixed-function GPU. That is the best it will look for the life of the product.
So here is to hoping the next PSP2 and PS4 go the route of extremely fast parts where code determines efficiency, and the hardware is ok to be costly initially so that later iterations can bring it down to the right price, thereby keeping the console life long. (unlike the PC, people don't swap out parts in mobile gaming machines, so it HAS to be powerful, with future innovation through software key to its lifespan).
Just to be clear, I have nothing against TBDR, only that it should be an option not a necessity for achieving 3D. If it can be done in software (optionally), allocating to powerful generic modules, the better.
(can someone fix the title? is=in)
The PSP has about 80% of the graphical power of a PS2.
The PSP was released 4 years after the PS2.
PSP: year 2004 and PS2: year 2000
Here are the predictions:
The PSP2 should be at least 80% as powerful as the PS3.
The PSP2 should be released 4 years after the PS3.
PSP2:year 2010 and PS3: year 2006
Since the PS3 (theoretically) can do 275million polygons per second.
The PSP2 should (theoretically) do 220million polygons per second.
There was a rumor that the SGX543MP (quadcore) will be used in PSP2. If it is used then it can only (theoretically) do 130million polygons per second. This chip cannot keep up with 80% of the graphical power of the PS3. Time to shop around or innovate.
TBDR lost out to ATI and nVidia the last time they competed. The goal is to make extremely powerful chips, without forcing the developer into one type of fixed graphical capability offered by the hardware. The PS2 lasted so long because the GPU is extremely fast and powerful and people could find ways to get graphical power out of it years and years later via coding efficiency. If the PS2 GPU was a slow hardware with fixed functions, ALL games will be bound by the performance of that slow hardware and fixed functions. Get rid of the fixed features in hardware, and instead offer a very powerful general silicon where code is king. That is why the PSP's MIPS processor is so successful, lasting so many years with no competition in sight (at this moment at least). Forcing one way to implement 3D (Tile based deferred rendering) only hampers future innovation. Let the code decide whether to split it up into tiles or whether to do deferred rendering. The industry is headed to OpenCL, where coding determines efficiency. Why are some vendors going the opposite direction and forcing a particular type of 3D implementation? If TBDR is so great why do the top graphics vendors ATI and nVidia not forcing the developers to use it? There is a reason and I think there is a lesson to be learned here. Cost and power efficiency is relative and can be achieve with powerful non-fixed function chips (like that used in the PSP).
Here is a PSP using coding techniques to tap the power of the MIPS...
http://www.primotechnology.com/wp-content/uploads/2009/02/acreedpspmore.jpg
Here is an iPhone dependent on the fixed functions of TBDR...
http://images.macworld.com/appguide/images/320/791/954/ss1.jpg
Note that while on the PSP you can change coding techniques to improve graphics, the iPhone is kinda stuck with the fixed-function GPU. That is the best it will look for the life of the product.
So here is to hoping the next PSP2 and PS4 go the route of extremely fast parts where code determines efficiency, and the hardware is ok to be costly initially so that later iterations can bring it down to the right price, thereby keeping the console life long. (unlike the PC, people don't swap out parts in mobile gaming machines, so it HAS to be powerful, with future innovation through software key to its lifespan).
Just to be clear, I have nothing against TBDR, only that it should be an option not a necessity for achieving 3D. If it can be done in software (optionally), allocating to powerful generic modules, the better.
(can someone fix the title? is=in)
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