Not every triangle drawn can be part of a substrip of 6 triangles. You're going to have strips that can't be 6 triangles long, like having to draw quads for UI elements, which will bring down the average. If you have a strip of 7 triangles, it would have to be broken up into a 6 triangle substrip, and a 1 triangle substrip, effectively giving you a substrip length of 3.5 triangles.What would be the reasons why you would not use all 6 polygons for a strip? Or is that done by the TA automatically?
I mean I understand models back then would not be as complex as today by far... but it still seems to me that such small strips would rather be an exeption.
So why did you take 3 as an average?
I picked an average of 3 triangles per substrip as an arbitrary pessimistic value.
Misalignment. The 16-bit float format used by the PVR just drops the bottom 16-bits of an IEEE 32-bit float, so you only have an 8-bit mantissa (including the implicit 1 bit) . You only have enough precession to whole texel accuracy for 256x256 textures. If the texture is 512x512, the coordinates aren't precise enough throughout the whole texture, and could require rounding the texel position (e.g. (383/512) would have to be rounded to (382/512) or (384/512))And what would be the disadvantage of using only 16 bits precision for UV coordinates? Misalignment/shimmering artifacts?
From what I've heard, PS2 mipmapping doesn't factor in perspective when selecting LOD, and always assumes the texture is perpendicular to the camera.Also, it seems a lot of PS2-games have an awful lot of texture shimmering. I wonder why that would be, as the hardware supports mip-mapping.
The "standard" answer you would get would be they try to save space in the 4 MB eDRAM to make texture "caching" easier; but I guess that should not be aproblem if you schedule the GIF-bus transfers of textures accordingly...
I think I read here somewhere that the functions to select the correct texture LOD were very simplistic on the GS and would need manual touch-up in the game's engine.
Don't know if that's true, but there must be a reason why many PS2-games have this problem.
First time I've ever seen someone complain about DC Le Mans's filtering. It's far better than the average DC game, and likely uses the PVR's aniso filter. You can open Le Mans's resources (modified zip file) and see text files describing per material settings that control either detail bias or aniso (it's just a number, so I'm not exactly sure what it means).Compare Le Mans on Dreamcast and on PS2, for example.
PS2: Textures in the distance very sharp, but shimmering.
DC: Textures in the distance too blurry (no Anisotropic Filtering used and perhaps conservative texture LOD), but no shimmering.