-60fps vs 30fps on ntsc (50 vs 25 for Pal)
If you sync at 60hz, do you actually render 60 frames at full resolution or are these frames rendered interlaced (ps2 output looks that way, while xbox/gcube seem to render @ full res). I know that all of them *can* render at 480p, but i am referring to standard output.
-Is vsync forced on consoles?
-sound encoding on xbox/ps2/cube
how much latency does the dolbydigital encoding/decoding process (dts on ps2/dpl2 on cube) carry on average and how do you counteract it (if at all).
-physics
do you normally sample the worldstate on a timely basis or per frame. (I always thought that for consoles it was per frame (thats why most pal games seem to run slower) but people argued otherwise in this forum).
-xbox specific
why come antialiasing + asf has not yet been employed by any xbox game
(2x quincux + 8sample aniso should make a big difference in games and should be feasible at 30hz rendering on nv2a)
If you sync at 60hz, do you actually render 60 frames at full resolution or are these frames rendered interlaced (ps2 output looks that way, while xbox/gcube seem to render @ full res). I know that all of them *can* render at 480p, but i am referring to standard output.
-Is vsync forced on consoles?
-sound encoding on xbox/ps2/cube
how much latency does the dolbydigital encoding/decoding process (dts on ps2/dpl2 on cube) carry on average and how do you counteract it (if at all).
-physics
do you normally sample the worldstate on a timely basis or per frame. (I always thought that for consoles it was per frame (thats why most pal games seem to run slower) but people argued otherwise in this forum).
-xbox specific
why come antialiasing + asf has not yet been employed by any xbox game
(2x quincux + 8sample aniso should make a big difference in games and should be feasible at 30hz rendering on nv2a)