SCEI & Toshiba unveil 65nm process with eDRAM

All the different factors don't change what the chip is capable of. BTW- Which GF2MX do you have?

That is my point ben. How do one know how capable both chips are based on just benchmarking of ports? It is hardly accurate imo.

For a start, a GF1 with 2Ghz and 512mb would perform a tad faster than one with 1Ghz and 256mb. But then PC elitists would cry foul over the winOS overhead costs and all.

Then we have the choice of ported games. I wouldnt be surprise if MGS2 PC causes the GF1 to choke with all the particle and motion blurring effects, even at 640x480.

We could use games of similar genre, but i have yet to see a GF1 game that looks as good and run as fast as BGDA or GT3, then again PC seems to always have an advantage with FPS games, even over the Xbox.

Of course we can compare tech sheets of both chips, but then we can see PS2 being better in some areas and vice versa.

IMHO, the only "fair" comparsion, is those who have first hand experience on both hardware. But the developers have some NDAs to observe and they are better off keeping mum, seeing as how scary the internet boards are. :devilish:

My GF2MX is a Tornado, the original one with 32mb vram and no overclocking or modification.
 
GS Core Parallel Rendering Processor with embedded DRAM

Clock Frequency 150 MHz

No. of Pixel Engines 16 (in Parallel)

Embedded DRAM 4 MB of multi-port DRAM (Synced at 150MHz)

Total Memory Bandwidth 48 Giga Bytes per Second

Combined Internal

Data Bus bandwidth 2560 bit

Read 1024 bit

Write 1024 bit

Texture 512 bit

Display Color Depth 32 bit (RGBA: 8 bits each)

Z Buffering 32 bit

Rendering Functions Texture Mapping, Bump Mapping

Fogging, Alpha Blending

Bi- and Tri-Linear Filtering

MIPMAP, Anti-aliasing

Multi-pass Rendering

Rendering Performance

Pixel Fill Rate 2.4 Giga Pixel per Second

(with Z buffer and Alphablend enabled)

1.2 Giga Pixel per Second

(with Z buffer, Alpha and Texture)

Particle Drawing Rate 150 Million /sec

Polygon Drawing Rate 75 Million /sec (small polygon)

50 Million /sec (48 Pixel quad with Z and A)

30 Million /sec (50 Pixel triangle with Z and A)

25 Million /sec (48 Pixel quad with Z, A and T)

Sprite Drawing Rate 18.75 Million (8 x 8 Pixels)
 
Erp,
And of course if Z compression is enabled, you can do a Z/Stencil Clear on NV2A at even higher rates
Tehe... sorta like clearing 16bit buffer as a 32bit target hmpf? ;) I think we should be working in PR, inflating the numbers is fun :)

Ben,
RagePro... ouch. I had one of those too, got rid of it because of its 'wonderful' OpenGL support
Yeah, that was my beef with it too. Actually the hw was real weird, there were D3D apps where it ran comparable to a V2, and then there were others where a V1 would run circles around it. It overclocked like a dream though, I pushed mine from 50 to 90 without a hitch. Too bad it did squat for performance though :(

So the GS would be faster then the GF1 using CubeMaps?
Well, there are other things that come into play aside for fillrate, but strictly in terms of rasterizers, yeah, it should be a tad faster.
 
Zurich-

It'll be interesting to see how KOTOR turns out, since I'm pretty sure its using the Aurora engine as well. Hopefully it won't suffer the same CPU-bound fate as UC.

KoTOR has been my most anticipated XB title for some time, I really hope it runs smooth.

Phil-

With all respect, this arguement about GF1 vs PS2 is pretty moot, as there aren't any games (to my knowledge) that really make use of the hardware as it would be capable of. In about 2 years from now, we'll all know better of how much PS2 is capable of.

While the PS2 has a couple of hundred titles built around what it is capable of already, I have to date seen one developer state that they built a game around what is possible with the GeForce architecture. You think the PS2 ports aren't optimized for it properly which is fair, although the same can be said about pretty much any PC game. UT was Glide native, one of the games that runs significantly faster on the GF2MX then it does on the PS2.

I do find it funny though when we look at Xbox (which, by your arguement) should be a considerably better seeing that it is also a fixed platform - yet the real-world differences reflect by now way what you are argueing here.

DOA3 still easily kills anything on the PS2 in terms of graphics.

BTW: Since you haven't played Baldurs Gate, I can only recommend it, as it really is one of the best PS2 games out graphically.

And merely above average when perfectly ported to the XBox ;) If I decide to pick the game, it will certainly be on the XBox. I've seen the game running, guess I must have missed seeing the impressive parts(not being sarcastic here, every game has average looking areas).

Zidane-

Well i dunno about that the ps2's EE been taped up to 70%+, and the xbox GPU resources being more easy to tap and all should be at least on par... heck xgpu's resources might even be in use more effectively than the EEs considering the difference in dev. difficulty...

Thirty months, twelve months. Compare DOA3 or SC to the best PS2 offerings. I didn't say the PS2 was competitive with the XBox, but the GameCube is currently which won't be the case when devs start actually utilizing some of the shader effects possible with the hardware.

Nice... so even the Gf2PRO can't even push more than 2M polys per second... just what i expected... let's not talk about Gf1...

You do realize that there are things that limit games performance besides ply throughput, don't you? UnrealTournament on the PS2 has about half the polys of Quake3 and runs 30FPS, so does that mean the PS2 can handle less then 300K polys per second? Most games aren't transform limited, particularly not on the PC(at least, not with T&L equipped boards).

V3-

Q3 ? The performance you get, largely depend on the map you played, also Q3 fluctuates quite abit, depending the number of bots or players on screen.

At 640x480????? What are you running, a P2 400 with a Voodoo2? The only way I can get a reasonable FPS drop running 640x480 under Quake3 is doing the stare at the wall and emptying a machine gun trick. I normally run the game @1600x1200 all settings maxed, TC off.

Marco-

Real life perfomace that I've experienced, aside, that makes me even more suspicious about those benchmarks :\

It shouldn't. Faf has brought up a couple of times a factor that most others seem to be ignoring, the GF2MX has the advantage of a significantly faster processor then the consoles(at least, for the numbers I'm talking about). My point in using a stacked example is quite simple, I'm talking about what the chip is capable of, ideally we could see numbers with a THZ processor to see where the chips limits lie. Running 640x480 for resolution almost every game is CPU limited on PCs using a GF2MX. Right now people are using 1600x1200 w/32 tap anisotropic and 4x AA with current level hardware, the GF2MX would be a joke at those settings, but consoles don't run those setting either :)

Chap-

For a start, a GF1 with 2Ghz and 512mb would perform a tad faster than one with 1Ghz and 256mb. But then PC elitists would cry foul over the winOS overhead costs and all.

I'm talking about the chips capabilities, not the overall PC platform. If the rest of the system is too weak to handle a game, how is that the fault of the GF?

Then we have the choice of ported games. I wouldnt be surprise if MGS2 PC causes the GF1 to choke with all the particle and motion blurring effects, even at 640x480.

Tell me a game with a bench included besides those I listed. GTA3 doesn't have an included bench AFAIK unfortunately. It runs a lot better on the PC then it does on the PS2.

Then we have the choice of ported games. I wouldnt be surprise if MGS2 PC causes the GF1 to choke with all the particle and motion blurring effects, even at 640x480.

When is it supposed to be out?

We could use games of similar genre, but i have yet to see a GF1 game that looks as good and run as fast as BGDA or GT3, then again PC seems to always have an advantage with FPS games, even over the Xbox.

For GT3- NFS:HP2, BGDA I haven't seen in motion enough to offer a comparable title on the PC.

IMHO, the only "fair" comparsion, is those who have first hand experience on both hardware.

Not that easy. nV hides most of the inner workings of their chips, and PC developers don't code 'to the metal'. I'm trying to compare every game that I'm aware of that is on both platforms, in the end that is what really matters isn't it? Not which particular ports there are, but how well the games run on their respective hardware.

Faf-

Yeah, that was my beef with it too. Actually the hw was real weird, there were D3D apps where it ran comparable to a V2, and then there were others where a V1 would run circles around it.

The wonderful ATi driver tuning(only for a select few apps which were used in comparison test unfortunately). Really like the 'Turbo' drivers with their single buffering :rolleyes: :devilish:

It overclocked like a dream though, I pushed mine from 50 to 90 without a hitch. Too bad it did squat for performance though :(

Did it actually overclock? I never thought it actually worked.
 
BenSkywalker:

> DOA3 still easily kills anything on the PS2 in terms of graphics.

What's so impressive about DOA3?
 
Poly counts don't strike me as anything special. lighting is good but mostly done per-vertex. Bump-mapping is used very sparringly. Animations are certainly good but not better than anything found on PS2.

The game looks good in screenshots but in person it is kinda underwhelming.
 
I keep hearing these shader effects repeated so many times and whats possible etc., but when are we going to see these effects making any graphical impact in Xbox games compared to GCN games?
 
. If the rest of the system is too weak to handle a game, how is that the fault of the GF?
What if it is too powerful? Is that the fault of PS2?


It runs a lot better on the PC then it does on the PS2
On a GF1, even at 640x480? Sadly, i do not have GTA3 PC. :(


When is it supposed to be out?
IIRC, sometime mid 2003.


I'm trying to compare every game that I'm aware of that is on both platforms, in the end that is what really matters isn't it?
Well, we have to see what games are suitable and how fair of a comparison they give.


Not which particular ports there are, but how well the games run on their respective hardware.
IMHO ports are hardly a good gauge of system capabilities. There are plenty of good PS2 games that looks good and run very well, surprisingly most of them are not ports. Same thing goes with the PC.

:oops:
 
You do realize that there are things that limit games performance besides ply throughput, don't you? UnrealTournament on the PS2 has about half the polys of Quake3 and runs 30FPS, so does that mean the PS2 can handle less then 300K polys per second? Most games aren't transform limited, particularly not on the PC(at least, not with T&L equipped boards).

Yeah but what about the dude who said the Geforce would choke on just 1M poly....

EDIT:

DOA3 still easily kills anything on the PS2 in terms of graphics.

Well, the gphx difference considering it's above GF3 isn't as shocking as it'd be if a Gf1 kicked the ps2's @ss....
Hmmm, I'd say the DC is above the Gf1 also....

PS: As for the shader effects, the fact that the GeforceFX runs just one pixie with no background speaks volumes... heck i think even the previous Geforces demos used few characters, objects, etc... IOW if the could run multiple models with detailed backgrounds heavily using the shaders I'm sure they would...
and isn't Halo 2 already using the shaders... they lowered the main char.s poly count and all....
 
I'm talking about what the chip is capable of, ideally we could see numbers with a THZ processor to see where the chips limits lie.

Well the Gf1 runs at about 120Mhz, that's a fact. The only thing we need is info on the inner workings of the thing, how many tris' could it do per cycle, etc...
According to one site it only has 4pipes with 1 texture unit each(I Think), the GS i think has 8 pipes with 8 texture units, and 8 more without... plus it runs faster... the Vector units(T&L part) are far more flexible than the Gf1s and run at more than 2X the speed of the GF1s T&L units....

Oh, yeah and what if said Thz machine has a multipetaflop processor running win20XX... it could very well forego the Gf1, and use only the cpu since it'd be better... so it wouldn't be fair...


You do realize that there are things that limit games performance besides ply throughput, don't you? UnrealTournament on the PS2 has about half the polys of Quake3 and runs 30FPS, so does that mean the PS2 can handle less then 300K polys per second? Most games aren't transform limited, particularly not on the PC(at least, not with T&L equipped boards).


If I'm not mistaken the dev.s upped the polys in the char. models, and maybe even the b/ws.... again I'm not sure, but I think that's what I read.... besides a PC port isn't fair I mean even most games dev. from the ground up for the ps2 aren't utilizing it's resources properly... and anyway aren't the intel cpus and geforce gpus the most popular out there, I'm sure some of the dev. time would go for optimization for those...
 
I do find it funny though when we look at Xbox (which, by your arguement) should be a considerably better seeing that it is also a fixed platform - yet the real-world differences reflect by now way what you are argueing here.

DOA3 still easily kills anything on the PS2 in terms of graphics.

Uh, I think his point was that Xbox, being fixed platform would have games *considerably* better loking than a PC (non-fixed) while it's often not the case with the latest games ported on both.

And merely above average when perfectly ported to the XBox If I decide to pick the game, it will certainly be on the XBox. I've seen the game running, guess I must have missed seeing the impressive parts(not being sarcastic here, every game has average looking areas).
It has perfect framerate, insane amounts of polygons, and texturing that for what I've seen, doesn't have any blurring or artifacting - anywhere. It also has tons of multitexture effects, and IMO looks better that Hunter, that is other Xbox's offering of that kind. Also, the game, from what I've seen has better antialiasing on PS2 than it has on Xbox.

Besides, will you decide if you are going to compare PS2 with GF1 or with Xbox? Or with both, whenever it suits your point of view better?

You should be comparing Baldur's Gate with Dungeon Siege, for example, running on GF1, of course :)

When is it supposed to be out?
MGS2 PC is coming out next year, but you can already see that the game has a lot of performance issues running on sub-GF4 in Xbox. Slowdowns aplenty and reduced effect complexity are just some of the problems the port has.
 
On Baldur's Gate for PS2 - the far camera does wonders for this game. With that being said, Hunter has a lot more going on (30+ enemies simultaneously) than BG does and it looks just as good.
 
On Baldur's Gate for PS2 - the far camera does wonders for this game. With that being said, Hunter has a lot more going on (30+ enemies simultaneously) than BG does and it looks just as good.
So how do you explain that the game looks just as good when the camera pans over to the FPS view during the cut scene in the very same room without any extra loading or pausing?

Btw, there are many places in BGDA where you are swarmed by 20 or so enemies so I wouldn't say there's *a lot* more going on in Hunter. Even if there is, it has little to do with his original GF1 vs PS2 assessment.
 
...nothin' more annoying than getting swarmed by a bunch of damn monkeys shooting arrows at you! :D ...and the damn spiders- spiders are a-holes! ;)
 
randycat99 said:
...nothin' more annoying than getting swarmed by a bunch of damn monkeys shooting arrows at you! :D ...and the damn spiders- spiders are a-holes! ;)

Speaking of monkeys, has anyone tried to fight those monkeys in RE0? Now thems some ferocious Orangutangs :D
 
At 640x480????? What are you running, a P2 400 with a Voodoo2? The only way I can get a reasonable FPS drop running 640x480 under Quake3 is doing the stare at the wall and emptying a machine gun trick. I normally run the game @1600x1200 all settings maxed, TC off.

Nope around the early Geforce, my gaming rig was P3 733 with 256 MB. Q3, max out the number bots and go to where every bots gather, play it on 640x480 max setting, and watch it chug as things get gibbed. I remember frame rate of around 8.

I don't think I can run 1600x1200 on a Geforce. Are you sure your were running at 1600x1200 on a Geforce ?

DOA3 still easily kills anything on the PS2 in terms of graphics.

I took a friend of mine to the arcade once, and she saw DOA2, she only had played DOA3 previously, and she thought it was DOA4, she said the graphics are better than DOA3. I just agreed :)
 
Cybermac-

Poly counts don't strike me as anything special. lighting is good but mostly done per-vertex. Bump-mapping is used very sparringly. Animations are certainly good but not better than anything found on PS2.

The game looks good in screenshots but in person it is kinda underwhelming.

Add to the things Johnny already mentioned, non muddy textures, proper texture filtering and the hair effects.

Chap-

What if it is too powerful? Is that the fault of PS2?

We are talking about the limitations of the GF1 vs the PS2, without bottlenecking the GF it is akin to using PSX games to show the power of the PS2.

On a GF1, even at 640x480? Sadly, i do not have GTA3 PC.

It runs a lot smoother on the PC. There is a bug that requires you to drop your AGP aperture down to its lowest setting in the BIOS else you get framerates almost as bad as the PS2, but the game certainly runs much smoother on the PC.

IMHO ports are hardly a good gauge of system capabilities. There are plenty of good PS2 games that looks good and run very well, surprisingly most of them are not ports.

GTA3 was PS2 native and still runs better on the PC. The game was built for the PS2, its the platforms biggest title of this generation to date.

Zidane-

Well the Gf1 runs at about 120Mhz, that's a fact. The only thing we need is info on the inner workings of the thing, how many tris' could it do per cycle, etc...
According to one site it only has 4pipes with 1 texture unit each(I Think), the GS i think has 8 pipes with 8 texture units, and 8 more without... plus it runs faster... the Vector units(T&L part) are far more flexible than the Gf1s and run at more than 2X the speed of the GF1s T&L units....

Enable trilinear, anisotropic and use say 20MBs worth of textures and see how much good the theoretical numbers do for the PS2.

If I'm not mistaken the dev.s upped the polys in the char. models, and maybe even the b/ws.... again I'm not sure, but I think that's what I read

Do you have the game? It is very low poly, even by circa 1999 PC game standards.

besides a PC port isn't fair I mean even most games dev. from the ground up for the ps2 aren't utilizing it's resources properly... and anyway aren't the intel cpus and geforce gpus the most popular out there, I'm sure some of the dev. time would go for optimization for those...

You bring up the fact that developers aren't utilizing the PS2 properly, but expect PC developers to utiilize the GF properly because nVidia graphics cards are the most popular....?

Marco-

Uh, I think his point was that Xbox, being fixed platform would have games *considerably* better loking than a PC (non-fixed) while it's often not the case with the latest games ported on both.

Any game the PC can run that is on the XBox it will look better doing. It can run at higher resolution. The gap will lie on games that the PC can't run.

It has perfect framerate, insane amounts of polygons, and texturing that for what I've seen, doesn't have any blurring or artifacting - anywhere. It also has tons of multitexture effects, and IMO looks better that Hunter, that is other Xbox's offering of that kind. Also, the game, from what I've seen has better antialiasing on PS2 than it has on Xbox.

You mean less aliasing on the PS2 port? I brought up the XB comparison as people seem to think BG is the best looking PS2 title while it simply above average on the XBox.

MGS2 PC is coming out next year, but you can already see that the game has a lot of performance issues running on sub-GF4 in Xbox. Slowdowns aplenty and reduced effect complexity are just some of the problems the port has.

I've heard it was a sloppy port to the XBox, doesn't mean that it will be to the PC.

V3-

Nope around the early Geforce, my gaming rig was P3 733 with 256 MB. Q3, max out the number bots and go to where every bots gather, play it on 640x480 max setting, and watch it chug as things get gibbed. I remember frame rate of around 8.

Your processor was the problem.

I don't think I can run 1600x1200 on a Geforce. Are you sure your were running at 1600x1200 on a Geforce ?

I run it now with my NV15, I ran 1024x768 on my GF1.

I took a friend of mine to the arcade once, and she saw DOA2, she only had played DOA3 previously, and she thought it was DOA4, she said the graphics are better than DOA3.

Arcade monitors always help the visuals :)
 
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