Is the reason the GC can't support larger than 480p do to the onboard framebuffer? If so wouldn't the GC have a hard time running any games with 32bpp even at 640x480?
The hardware only supports 24bit 6666 or 8880 and 16bit not 32 bit.
The 480p restriction is not really a function of the internal frame buffer, although that does restrict the usefullness of higher resolutions, it's a function of the TV interface. Guessing dince I don't have my devbox plugged in, even if the hardware supports >480P I doubt the libraries provide support for anything over 480P just because there is no practical way to output it.
Is the NV20/NV2A frame buffer compression really 4:1?
The frame buffer is uncompressed, the Z Buffer is compressed losslessly upto 4:1. In practice 2:1 is more common, and there are pathological cases that will net worse results.
What sets apart the flipper from the Geforce 256 in terms of power and performance? Is it really any more powerful than the Geforce 256 or Geforce 2?
The embedded memory, and by enlarge a much better backend (pixel pusher). In T&L terms, IMO at least GF2 is superior, it's much closer to including most useful features.
What are some methods of dealing with OD within the NV2A? Are there any methods of deffering costly OD?
It has an extra set of 4 Z units/pipe up front in the pipeline, so if you draw front to back, it can reject occluded pixels at 4x it's maximum fill rate. When coupled with the ZCompression it actually has a chance of getting near this rate.
Flipper allows the programmer to specify whether the Z unit is before or after texturing. When it is before then it can avoid the texturing step on occluded pixels, but only at it's maximum fill rate. The issue with this is that if the pixel is rejected based on the texture read (say 1 bit alpha sprites), you have to change Z unit modes, and loose the early reject.
I remember hearing on this forum a while ago that with 8 hw lights on and 5+ layers Flipper could do a million more polys/sec. then the NV2A.
The test is artificially trying to bias in favor of flipper by requiring 2 of the most complex geometry passes possible on NV2a. However, I still suspect
using NV2a's fixed function pipeline, and comparable lights (flipper has a somewhat odd lighting model), NV2a would still be faster.
However without specifying the actual blend modes it's really hard to tell, since this would dictate how the shader was split into passes and how much of the lighting needed to be done in both passes.
I have a question. I've always heard that the implementation of S3TC was more efficient on Flipper but I've never heard a clear explanation on why. Something about the GPU being able to access the texture in a compressed state, instead of having to decompress it first, then apply it to objects. Is that it?
No it's not any more efficient. I assume this comes from the "Flipper stores textures compressed in it's cache and NV2A doesn't" argument. NV2A does decompress textures into the cache, but it never reads uncompressed textures over the main bus.
In almost all cases NV2A is just plain faster than flipper, it isn't really very surprising when you look at the relative costs of the boxes, along with the power and cooling requirements.