jvd said:
I've already said in my posts its a monster when it comes to polygons and yes it has a ton of fillrate. I've stated though that its missing many effects and filtering modes that the voodoo2- geforce quality cards have.
It doesn't just have a ton of fillrate. GF2 GTS also has a ton of fillrate but most of it simply can't be used due to lack of mem bandwidth. The PS2s eDRAM gives it tremendous sustained fillrate abilities. Comparing it to a Voodoo2 like you do is stupid, it's like saying a Volvo from the 80s compares to a Bugatti Veron. The engines of both cars have all the same basic components, cylinders, pistons, valves etc, but the rest... No comparison!
I also said dreamcast can do mgs2. Never said the voodoo2 could.
Yeah, sorry. My mistake. Most the same things go for DC as for a V2 though; low poly performance, POOR pixel fillrate. It can't handle all the alpha-blend and particle effects without framerate dropping through the floor. OR the motion blur and depth-of-field stuff either by the way. It has only 100mpps bilinear texture filtered fillrate. Less than a TENTH of PS2, slightly more single-textured fillrate than a V2. Its deferred rendering tech isn't going to make up for the deficiency in fillrate, not when there isn't that much opaque overdraw in MGS2; most of the demanding stuff is the depth-of-field and alpha/particle effects.
Since the voodoo2 is at the mercy of a general cpu.
And the DC isn't? Look man, the Hitachi SH3 is good for it's class, but it's SLOW man. SLOW. It doesn't compare the slightest to the Emotion Engine when poly transforms are concerned. Maybe it can do all the geometry transforms for MGS, but do all the geometry AND run the 3D engine and game logic at the same time? Nuh-uh I say. Not without starting to sacrifice stuff.
Will the game even fit in the DCs relatively small memory space?
I also wonder how much fillrate the gs can sustain .
A LOT.
It doesn't matter it doesn't have fillrate-saving features. It doesn't really need them.
Those in the know say 8 (or 16 untextured) pixel pipes and extreme mem bandwidth (48GB/s aggregate) means it's far preferred to simply draw your scene in texture order and use Z-buffer to reject hidden pixels rather than draw in front-to-back order and rely on fillrate/bandwidth saving features like you want to do on GC and XB. That you'll waste some or even a lot of drawing power on overdraw on PS2 doesn't matter, you have power to waste.
EDIT: Do some simple calculations yourself. 1200 MILLION pixels/sec rendering speed, using 640*448 pixel full height screen buffers means you can redraw the screen SEVENTY TIMES PER FRAME AT 60FPS! Even assuming atrocious real-world efficiency of 25% of theoretical fillrate, you still have *plenty* of headroom for overdraw.
Last thing is ram . The geforce cards had 32-64 megs of onboard ram. Is that more that the whole ps2 system had ?
PS2 has a total of 40MB RAM (32MB main, 4MB EDRAM, 2MB IO-processor RAM, 2MB sound RAM). 64MB GF2 cards have more total ram sure, but then again they NEED all that ram for texture storage because the AGP port is such a slow bottleneck. AGP4x is slower than PS2s GIF interlink to begin with, and it is an inefficient interface too. Besides, if you have (for example) 128MB main mem and 64MB GPU mem doesn't mean you have 196MB total. Frame buffers occupy some, and all textures in graphics mem have to be duplicated in main memory on the PC anyway (because else you have to transfer stuff back and forth TWICE over AGP and you'd start to trash memory space and all sorts of annoying things).
PS2 games are written to stream textures to eDRAM. You basically know at every instance which texture you're going to need next so you can upload it in time for it to be rendered. It requires care to make things look nice and flow smoothly, but you CAN make nice stuff if you know what you're doing (Fafracer, ZoE2, SH3, Jak2 etc).
We have to wait and see what they uses a gs this time around . what i really want to know is how much a 64 meg cell chip is going to cost .
Is Cell really going to use 64MB eDRAM? Didn't people speculate the proposed GS3 would have 64MB on-chip?
*G*[/b]