You don't need the whole codebook. You can have a 64*64 non-mipmapped texture with 1kb codebook, for example. That gets 64*64*2/8+1024=2kb; an even 4:1 compression ratio.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..
My best so far has been about 100k vertices per frame at 60 fps with similar conditions (1 light, 1 texture). I've also been working on a way to reduce the overhead of handling reprocessing vertices with identical positions/parameters. I'm planning on using the SH4's indexed cache mode with write back to force one half of the cache to hover over the TA submission area and use the cache line flush instruction to turn each cache line into a store queue. When I need to resubmit a recent vertex again, I can do another cache line flush on the same data again (after doing a write to set the line's dirty bit again, either onto padding or the TA command field) to resend it. It should also be useful for doing front plane clipping.I have coded a pipeline in extremely tight sh4 asm that can push around 150k vertices (1 texture + 1 light) per frame at 60 fps...the only problem is that the vertex shader is executed for every vertex being sent to the powervr chip..i have a new pipeline on the drawing board (albeit, free time is scarce) that will work only once on each vertex shared by multiple triangles and performance is expected to get even more better, allowing even more headroom for complex effects... The only problem is that the dc's 8mb of vram pose a cumbersome limit, the naomi would be much better with double the amount of vram...
For your consideration, the most geometry heavy game that i have seen on dc is Dead or Alive 2 pushing around 20k vertices per frame...
DOA2 does closer to 50k vertices per frame from what I've measured...
No, it really is anisotropic filtering, done by 4x supersampling the texture.Not to burst your bubble, but AFAICR the anisotropic "filtering" was just a fade to another textureset (kind of like RIP mapping).