but as you know, 4 Gpixels/sec is enough for HD resolutions and 60fps only if the graphical complexity is limited. the limit is for complexity that is not far above last generation. improved yes, but not much of an improvement, especially with 1080p.
If you had 50 Gpixels/sec, you could still only hit 60fps if the graphical complexity is limited. That limit is simply higher.
For 1080p I sort of agree, but not everything is about fillrate. More RAM and math help a lot.
well, developers decisions are often based on hardware. you can say framerates have nothing to do with hardware but then, one can make the arguement that framerates have alot to do with hardware.
It doesn't matter. They make the final call about the tradeoff between framerate and graphical fidelity.
If the hardware was more powerful, what makes you think the developer would have the same target and make the same decisions? You can only make that argument for cross platform games whose primary development platform was a different console. In that case, fine, faster hardware on the non-primary console would likely lead to higher framerates.
In all other cases, though, framerates would be more or less the same regardless of hardware power (except for the extreme case where a console has so much power that devs can't find anything to do with it that significantly improves image quality when halving.)
well, because framerates were, to a high degree on some arcade platforms, fixed with games of the 1990s, I don't believe it's not possible to keep framerates at a steady and high rate for many games. Namco's System 22/23 families, Sega's Model 2 & Model 3 families, ran more than 95% of their games at 60fps.
They did
not have fixed framerates regardless of scene complexity. I assure you that those games could run over 100fps most of the time (when scene load was low or medium) if they did not have v-sync enabled.
Again, it's developer choice back then to maintain 60fps. Part of the reason is that they didn't have a whole lot to do. 2D games rarely require you to touch each pixel more than once. Clipping is very easy. There's no 3D world to maintain. There wasn't much you could do with twice the render time per frame, so 30fps didn't make much sense. Graphical quality was almost entirely dependent on art.
With 3D games back then, there wasn't much to do beyond, say, layering a couple textures on top of one another. Having more render time in a 30fps game didn't buy you much, because you couldn't do normal mapping or dependent texturing or arbitrary math. RAM was a pretty big constraint on graphical fidelity too.
while you could say this generation's console GPUs are the most powerful console GPUs ever, and that would be true, the upgrade from last generation is smaller than from 2 generations ago to last gen which was a huge upgrade.
Depends on how you look at it. I think some of the hardware from 2 generations ago had some glaring deficiencies. PS1, for example, had no filtering, and N64 has very little storage. Last gen didn't have to deal with a big resolution increase, either. Finally, if you're using XBox as your comparison point, remember that the span of time between XBox and XB360 was pretty small. (It's a shame Sony couldn't push graphics harder with the extra year they had.)
fillrate has not kept up with advancements in resolution. or at best, fillrate has kept even, but that doesnt allow for much of an improvement in graphics.
You're ignoring a lot of details here. First of all, fillrate has improved 4.3x from XBox to 360 (8.6x w/4xAA), and the resolution increase is a factor of 3. Secondly, the Z-culling is so fast now that hidden pixels are basically free. Finally, we have no performance hit for alpha blending either. All these factors explain why fillrate heavy things like grass and smoke look much, much better this gen.
Most important is the fact that we have a huge increase in math ability in the pixel shaders (15-30x) on top of it all being floating point. That makes for a substantial difference in graphics quality.
You and a lot of people have forgotten what last gen really looks like.