Yeah really.
If the hardware designer has the same target group as the competition, he will match or exceed the competition on the most important ways. Texturing here being perhaps the most important of all.
Choosing to compromise the integrity of your PS2 game just to "beat the DC" at something would not seem to be a particularly rational or sane way to go about running a game development business.
"Compromise the integrity"?! What exactly do you mean by that? You optimise your engine to get better graphics, what is compromising about that? If you have to push less polygons or do more passes to do that, then so be it.
This thread - in which you posted ironically enough - shows that DC VQ textures worked well:
http://forum.beyond3d.com/showthread.php?t=8800
2bpp VQ is fine for stuff like rocks, grass, dirt, (opaque) water, concrete, tarmac, bricks, slates, carpets, clothes and basically 99% of the textures in 99% of games, especially once you take into account mip maps and bilinear filtering. In the far-from-ideal case above it even does a reasonable job of a face + hair + clothes (sort of) + multi-coloured background, and a good modeller/texture artist would usually be able to avoid this kind of strain (especially on something like a main characters face).
All right, to be honest I was thinking of the 1 bit VQ which is close to 2bpp in many cases, with codebook.
Look I'm not putting down DC VQ, on the contrary, it's an awesome scheme (only PVR TC exceeds it in cost/compression ratio) and it would probably have been better if PS2 had something similar.
It is however not
the reason for the bad texturing of PS2.
Look at the contents of the very thread you linked, There are ways to have close to 2bpp textures that comes very close or is better than DC VQ. One of them is luminance compression, at the cost of only one extra simple pass. Sadly some of the most interesting pics are down. Perhaps not surprisingly, it
is six years ago.
Your claims about the uselessness of 2bpp VQ are nonsense and provably so, but I look forward to seeing how your 2bpp (4 colour) CLUT compares for the image used above.
Again, read the thread you linked.
That's just a general "some things don't get used" response and under the circumstances I don't find it convincing.
I
did give some examples. There are plenty of examples of people doing boneheaded things, "just because" or "that's how we do it". What makes you think the programming world is going to be different, if not worse because of the extra stress.
We're taking about a huge gain that would revolutionise the way PS2 games looked, allow it beat Xbox for textures and wouldn't even require a significant change in the way artists produced assets (like, say, normal mapping did). There's got to be a cost or a tradeoff or a downside somewhere.
First off I never claimed it was straight forward. It requires you to decompress the textures in batches and have them ready uncompressed before they are to be loaded to the GS. Sort of like streaming from main mem to itself. That's not straight forward, but with a little care in the game design it can be done. One approach could be invisible portals like in many PC games.