phoenix_chipset
Regular
Theoretically if the 1tsram is on die it should work for the framebuffer. Perhaps we could look at design docs. The big hint here is that Wii U also uses 1tsram for edram.
Indeed AA is a weak point in cube's design, however the plus of this is all the power went to the details. Can't say I have any issues with the IQ on either gekko based machine on my hdtv, (assuming you don't force 16:9 on cube) only N64 and Ps2. The latter being the result of weird buffer sizes and often a lack of mip maps.
I have no idea which xbox games had Mssa or not, any examples?
I remember the Gamecube has a color depth limitation that caused banding to be a problem. 16-bit color depth maximum if using alpha blending? That's something I remember noticing when I had Cube. That and the occasional lack of mip mapping (memory conservation?) and that causing distant texture aliasing.
It also has only supersample AA which isn't exactly efficient. XBox games sometimes use MSAA 2X, MSAA 4x, or Quincunx 2x. Technically NV2A has all of the AA modes from the desktop GeForce 3/4.
Indeed AA is a weak point in cube's design, however the plus of this is all the power went to the details. Can't say I have any issues with the IQ on either gekko based machine on my hdtv, (assuming you don't force 16:9 on cube) only N64 and Ps2. The latter being the result of weird buffer sizes and often a lack of mip maps.
I have no idea which xbox games had Mssa or not, any examples?