Why is that being raised in this thread? It has nothing to do with any consoles rendering and has no bearing on whether one old console can run the games from another old console.
What is the relevance of what gaming hardware you've bought?
No, you were saying that PS2 could only render 640 x 224, and then that it doesn't really render 640 x 480 even when it does because that sort of tile-based image construction is what you'd call 'upscaling' even though it's producing a full 640 x 480 framebuffer, and then you said PS2 was unique and no-one else chops the display up into tiles even though DC chops the scene up into 300 tiles.
Now you are saying something about PS360 onwards being driven by nVidia and Sony as a non-sequitor to all the previous discussion.
It was free because the hardware was designed to work that way, but I think you are overstating what PS2 has to do coding wise. You just render two buffers and combine, though with an overhead of duplicated triangles on boundaries. Furthermore that's moot as it's only for larger framebuffers, but plenty of games rendered directly to a 640x480 buffer. I've linked to historic discussions on this board from actual PS2 devs talking about this. And I've explained that at 30 fps there's no difference in requirements to 480i output and 480p output. Even if PS2 was incurring a rendering overhead by rendering to tiles, it's irrelevant to most games and certainly the GTA port where we now have a measured framebuffer of 640 x 480 from PCSX2 emulation.
I don't understand this. What do you mean "something similar for upscaling"? Similar to PVR's TDBR? 360 and PVR have nothing in common, and it had nothing to do with upscaling. 360 used tile based rendering as a full 720p buffer couldn't fit in the 10 MB eDRAM. When rendering 720p, there was no upscaling. Two tiles (1280 x 360 or 640 x 720) were combined to a final 1280 x 720 display buffer. If devs chose a lower resolution, such as to fit the entire framebuffer in the eDRAM at once, then it would upscale, but the rendering hardware and choice of eDRAM and tile rendering was not designed for 'upscaling'.
PS2 had no hardware scaler as back then there wasn't a need to output to a range of SDTV and 720/1080 displays, but some games chose to render at lower than output resolutions (ICO) and either letterboxed or upscaled manually.
Can be put this part of the discussion to bed now?
- PS2 did render internally at 640 x 480 in plenty of games, including GTA going by PCSX
- even if rendering was performed with tiles, that was not upscaling and produces exactly the same output as if a single rendertarget was used.
- Rendering an image in pieces isn't anything odd or wierd or particularly unique to PS2 or snubbed by developers. DC chops a 640 x 480 display into 300 tiles to render!
- And lastly, there are lots of different ways to produce a rendered image, each with their pros and cons.