I think this is a little different to what you previously said ("A much newer machine that costs the same should beat or at least equal the old one in all regards." - emphasis mine), and normally yeah I would expect newer and more expensive kit to beat the competition in the most important ways ... but I know that different folks will disagree on what the most important stuff is.
I don't see the difference. The two main ingredients of videogame graphics, textures and polygons, is not something you compromise. Both are important, and you'd be a very bad designer if you belittled either. Of course the designers wanted to get the best possible texture performance.
Toshiba thought fill rate was mega important, but Nvidia thought it had to be balanced with features. Both are gaming graphics chips but both have different influences and you can see why things ended up the way they did. I can see why newer consoles don't always exceed slightly older ones and I don't really have a problem with that, as long as the overall result is good.
DC is not slightly older than PS2, one and a half year separate the two, to be precise. On top of that, as you said yourself, DC is less ambitious than PS2, it used less silicon and was generally aiming at not being a PS2 killer, but getting Sega on right keel again.
PS2 on the other hand was a design with all stops pulled out, no holds barred in the design phase. Both the main pieces of silicon had a huge amount of research and expertise behind them.
PS2
should have performed much better in the texturing department than it did. I really can't see where the bottleneck was.
And BTW the GS is not exclusively fillrate oriented, that would just be stupid. There are many other features in there that are quite clever and unique for the design.
Or if you decide not to fill all your memory up with 8 bit CLUT textures then that's cool too!
How is that relevant to this discussion, and what is your point?
It's one of the reasons why DC textures often looked sharper and more colourful though!
I read the whole thread before I linked to it, it was very interesting! I never said that the PS2 couldn't improve on just using 4 or 8 bit CLUT textures for everything, just that 2bpp VQ worked very well (and better than 4 color textures).
As showed in the thread you could match and in some cases exeed DC-VQ, blending a monocrome 2bit texture with a lower resolution colour 2 or 4bit texture, getting the same compression ratio.
And besides, I highly doubt texture throughput per frame was the main culprit.
I did, and it showed that 2bpp VQ would decimate a 4 color texture (and a 16 colour texture too, under most circumstances). Okay, okay, I'll stop with the 2bpp VQ / 4 colour thing now.
For lower res textures (∼ 64x64 or 128x128) which there was quite a few of even in DC games, AFAICS, DC-VQ, actually has worse compression ratio than palette textures with a shared palette. The LUT takes up 2Kb. More or roughly the same as the texture itself..
If you have to decompress ahead of time and then put them in a texture pool in main memory pool then I can see why it didn't get used much (at all?). Might work well as a way to reduce loading/streaming times though if you decompressed as you loaded in off the DVD, which in turn could help texture quality in a given scene.
Exactly. It would free up main mem for more textures, for the scene being shown in the game at the moment and not have to buffer full size versions of the textures from adjacent scenes.
I can see how you can render a frame with a relatively small number of unique texels, but I disagree that using more than a framebuffer's worth of texture data automatically means "you're doing it wrong". Large textures, high levels of filtering and pushing out lod transitions, multitexturing, combining buffers, real-time reflection mapping etc etc mean you can easily end up sampling lots of texture data.
Pushing out the MIP map boundery to where you get pixelfighting is just plain bad practice. With bilinear it's always best to have the texels at least covering slightly more than one pixel (unless you are doing procedural textures of course).
Even in a worst case scenario with reflection mapping, bump/relief mapping and colour texture on the same model, you should still be well under a 1 to 1 texel to pixel bit ratio.
Large textures are not an exception here. Of course the whole large texture has to be stored somewhere, but the texels actually accessed per frame will still be below the resolution of the screen. And with standard use of compression, MIP mapping and virtualization/clipmapping, the texels having to be precent in a texture buffer for the current frames VRAM is lower data volume than the framebuffer.