Was reading an interview by IGN with Bioware devs back in late 2000. The following is something I've always wanted to know in detail:
Given this reoriented approach provides more texture memory, then why is it that most PS2 games today still suffer from lowres texture and/or lack of [F]AA compared to the other console platforms??
Is it because 100s of Mb/sec still doesn't cut it? Or is it due to the weaker MIPs core in feeding the GS?
Some PS2 dev input would be appreciated.
(My apologies if this was covered in previous threads. Its late and the bed looks welcoming )
Reverend-IGN Tech fun again!: In the last chat you said that low video RAM was limiting things like the textures and anti-aliasing. Isn't there some way you can take some Main RAM and assign it to be video RAM? And if not, why?
DavidBioWare Yes, the video memory situation has improved dramatically since last time.
DavidBioWare The problem was that there was too little video memory to fit all our textures, and the machine can't use a texture unless it's specifically in video memory.
DavidBioWare What we've found since then is that the PS2 has enough bus bandwidth to transfer each texture from main memory to video memory as it's needed.
DavidBioWare That's on the order to 100s of Mb per second. We hadn't anticipated that the PS2 had that kind of brute horsepower on its bus. No other machine I've used does, including any PC or the Dreamcast.
DavidBioWare We had to reorient our thinking after that. So now we have almost more texture memory than we know what to do with.
Given this reoriented approach provides more texture memory, then why is it that most PS2 games today still suffer from lowres texture and/or lack of [F]AA compared to the other console platforms??
Is it because 100s of Mb/sec still doesn't cut it? Or is it due to the weaker MIPs core in feeding the GS?
Some PS2 dev input would be appreciated.
(My apologies if this was covered in previous threads. Its late and the bed looks welcoming )