ShootMyMonkey
Veteran
They were probably referring to at least doing procedural geometry work on the CPU, as you can't exactly do that on the GPU anyway. Procedural textures on the CPU are fine when it's a one time thing, but I can't imagine that it would buy you anything in savings over already cached textures that were loaded off the disc. I seriously doubt that anyone would advocate per-frame synthesized textures on the CPU. I have little doubt that the ballyhoo they made over procedural synthesis was solely marketing the purported power of the console. "See what a trillion floating point operations per second can do!"You sure about that? I seem to recall them explicity noting this is something their CPU would be good at and furthermore has been tweaked to be able to do. I don't know much about them but perhaps the dx instructions in the CPU's ISA may shed some light on this as well.
Except for the fact that you can put bumpmaps on just about anything, whereas you can't do that with parallax maps. Anything that has local discontinuities in its basis space isn't a valid pick for parallax mapping.Parallax mapping can be added just like with usual bump mapping. Height maps for parallax mapping are usually smooth, so they can be easily combined with low-frequency bump maps.