Its limit was available VRAM. An old discussion here with all the old devs.I am saying in my experience, the PS2 has a hard limit of 224 lines.
A couple of responses challenging points made about GS limitations (from a trouble maker!):
GS :
1. Must keep all three buffers onchip(eats 3.5 MB out of 4 MB)
2. Has no texture compression.
3. Has only 512K available for texture buffer.
4. Has no external memory.
5. A developer must continually upload new texture into texture buffer inside the GS before sending polygons.
Re: ...
1. 640x480x24/8/1000x3=2764Kb. That leaves 1332Kb for textures, and that's even a generous set up, some games would look fine at 640x240x16/8/1000x3=921Kb, which leaves 3174Kb for texture.
2. Then what would you call CLUT, if not a compression format?
3. See 1.
4. There is main mem, it’s just that the memory controller is on the EE die, as opposed to GC and xbox, where it resides on the GPU.
5. So it’s a manual cache, that’s called a scratchpad-RAM, right? You can find many papers around the web that will tell you that scratchpads are very well suited for multimedia applications.
I’ve read that synchronisation between geometry and textures can be problem, especially if using the fast MSKPath 3 upload, but allegedly it’s “only†a matter of finding the right balance, and send the texture really early on.
Re: ...
Actually, there should be more than half a meg free. 640*448 (standard PS2 res, I believe), 16-bit everything, double-buffered with Z is less than 2MB, triple-buffer it's little over 2. Then you could cheat and do half-high front buffer or even all buffers and free up even more. Dunno what math you used though to come up with 3.5 megs, sounds like arithmabogutics to me.