overclocked said:...faster than Geeko...
Li Mu Bai said:DeathKnight said:Both the NV2A and the PS2's vector units handle vertex manipulation and animation a lot better than the Cube. I'm not sure whether the PS2's vector units are as robust as the vertex units in the NV2A in practice though. The Cube will have to fall back on Gekko for vertex manipulation, and with an excessive amount it'll choke. Flipper's upside is that it's able to do a fair amount of static T&L.clem64 said:Please explain how. Do the NV2A or the GS handle some of the animation? If not, then how are non-animated objects better for Flipper?
I understand technically, but my question still stands.
overclocked said:Compared to the Xbox where you have a more powerful CPU than GC(although theres been many that consider them as equal i dont think it is) you have the twin vertexshaders that maniulate the vertexes/polys and then the powerfull pixelshaders.
Tagrineth said:overclocked said:Compared to the Xbox where you have a more powerful CPU than GC(although theres been many that consider them as equal i dont think it is) you have the twin vertexshaders that maniulate the vertexes/polys and then the powerfull pixelshaders.
Why wouldn't the GC's CPU be just as powerful? Look up paired singles.
I don't know how is tie supposed to be animated to begin with, but ZoE2 on PS2 displays probably a lot more than 120 enemies on the screen at the same time, all with huge explosions and various effects. However, they are not animated either, and are quite simple looking.Zurich tell me if the NV2A, or the EE could pull of 120 "animated" ties all at 60fps?
Indeed, an unaltered 733mhz Celeron CISC processor vs. a native RISC PowerPC 750CXe microprocessor with the addition of close to 40 new gaming specific instructions. Due to the fetch/decoding stages of the pipeline, a RISC clocked at 400mhz is equivalent to a Pentium clocked at 700mhz or above, not to mention the difference in GPRs. So where is the advantage exactly?
DeathKnight said:I think there have been tests done and the Xbox's CPU is indeed more powerful than Cube's CPU (people still cling to the RISC vs CISC garbage). The fact of the matter is is that the Xbox and PS2 don't have to fall back on their general-use CPU's for heavy vertex manipulaton and processing whereas the Cube does. Making the Gekko perform numerous vertex processes eats up precious clock cycles that could be better spent on things like phyiscs, AI, and game-code execution.
DeathKnight said:I think there have been tests done and the Xbox's CPU is indeed more powerful than Cube's CPU (people still cling to the RISC vs CISC garbage). The fact of the matter is is that the Xbox and PS2 don't have to fall back on their general-use CPU's for heavy vertex manipulaton and processing whereas the Cube does. Making the Gekko perform numerous vertex processes eats up precious clock cycles that could be better spent on things like phyiscs, AI, and game-code execution.
overclocked said:...I say it´s because Gekko has to do the nasty vertexmanipulation in cost of AI and sending geometry information too Flipper etz etz.. Wheres Xbox cpu "just" need to do AI, and let the vertex pipeline do the rest(simply speaking of course).
And I say that any vertex manipulation Gekko has to do isn't "nasty" because counting the paired-singles, the vertex compression and the memory latency, it was designed to, and is in a very good position to do it.
Of course I would say that the Xbox vertex shaders have an undeniable advantage in many vertex operatons over any spare power of the Gekko, but in the case of the PS2 at least I don't thinks its fair to compare the Gekko to the VU* since that isn't counting that they are doing things the fixed T&L of the Flipper would mostly be handling.