aa almost free on model 3? i doubt it. On powervr2dc on the other hand, it was cheap. I have first hand experience of this from my own coding efforts. With 3 million triangles per second covering 80% of the screen 2x true supersampling aa costs something like 20% more than non-aa rendering. And it needs no additional framebuffer space as well, let's not forget that, huge bonus.
Model 3 was just an immediate renderer, no way it could match powervr2dc's deferred approach, especially when you consider it was clocked significantly lower...66 mhz if i remember correctly. Not to mention the features it lacked when compared to naomi/dc. As for the geometry engine, the sh4 was faster than model 3's implementation and being a normal fpu as well quite more flexible and with a direct path to powervr2dc so that you could send your shaded results direclty for rendering (i assume model 3's geometry engine was something like opengl's fixed vector transform engine). And it was monstrously more expensive too. There was a real reason why sega abandoned the Model X architecture and went with sh4/powervr...performance and price.
a list of key features that you got in '98 for powervr2dc's price:
- deferred rendering
- no wasted fillrate on hidden transparent triangles
- per pixel transparency sorting (just think what you have to do nowadays to get this working properly)
- cool accumulation buffers with which you could do multitexturing+ effects not possible with other architectures of the time, actually you could cut any shape you liked from the already rendered contents of the hidden accumulation buffer and apply them to the front buffer, very cool.
- 1024x1024 textures
- punchthrough textures for super fillrate efficiency where applicable
- trilinear filtering
- anisotropic filtering
- vq texture compression
- high quality 16 bit yuv textures
- normal mapping (nobody used it, i am actually convinced devs did not know how to use the dc because 3d production pipelines were still new and they were happy using just one texture+one color per vertex lol
)
- cheap 2x supersampling aa with no extra framebuffer storage cost
- 32 bit depth testing
- internal 32 bit rendering at all times, output to high quality dithered 16 bit if you wished to keep framebuffer size down
- volume modifiers
- plenty of blend modes
- comprehensive list of flicker free interlaced rendering modes
- vga output
- pretty sure i am forgetting some + the same chip contained the system's memory interface and other stuff...
How can model 3 even compete with something like the above that cost just a fraction of the price. It is absurd, when for the price of a model 3 board sega could put together a multi-naomi solution that could outperform anything up until 2000 with _ease_. On a tripping note, if dc was allowed to cost as much as the ps2 i think even that purely brute force architecture would have a really hard time even managing to keep up.
Also, 3+ mpps is doable on naomi for game scenarios, the only reason dc cannot do it is because there won't be any space left for textures. I have a 3 mpps demo that i wrote myself but consumes the cpu totally. However it is NOT the optimal approach, i will try that one when i have some really relaxed free time (switching from raw vertex arrays to indexed ones with smart cache management and plenty of hand written pipelined sh4 asm) and i am quite confident that performance results will go through the roof
. Anyway, keep in mind that the most intensive games like DOA 2 did not go over 0.5 mpps....so dc's potential was left untapped.
This thread is so tripped out, model 3 is not better that naomi/dc, end of story