Just thought I'd reply in a new thread as this was pretty off topic
I think that there wasn't really any programmability involved with the saturn, unless you count the vdp1 -> vdp2 blend/priority modes which weren't necessary on the PS1 due to there only being a single graphics chip. The warping on the Saturn in 3D was just as bad - just in a different way ( The only real correct effects tended to come from the VDP2 generated rotated playfields.. )
I'd agree with the 80% comment from Suzuki-san, but even then it wouldn't match the performance possible from a good programmer using the GTE/MIPs well on PS1.
Lazy8s said:For 3D, Saturn was better in some areas like programmable effects, image integrity (less problem with warpy and seamy polys), and max resolution. Meanwhile, PS was better in others like ease of procuring performance and effects like transparencies. Which one was more "powerful" simply comes down to which balance of strengths and weaknesses appealed most to you.
Yu Suzuki felt a good programmer in assembly could sustain well over 80% of the combined performance of the system's dual SH-2s, when the developer took the time to do careful work.
I think that there wasn't really any programmability involved with the saturn, unless you count the vdp1 -> vdp2 blend/priority modes which weren't necessary on the PS1 due to there only being a single graphics chip. The warping on the Saturn in 3D was just as bad - just in a different way ( The only real correct effects tended to come from the VDP2 generated rotated playfields.. )
I'd agree with the 80% comment from Suzuki-san, but even then it wouldn't match the performance possible from a good programmer using the GTE/MIPs well on PS1.