Simon,
I am here to call you on your bias towards the DC architecture... you obviously are over-amplifying PVDRC capabilities with that single cycle bump mapping and easy stencil-shadowing... In order to solve the trickery I demand to be provided with a trial DC dev kit...
//from, again, Monty Python's quest for the Holy Grail, I'd expect at this
//moment you and your companions throwing rocks and tons of other stuff
//from the castle walls...
Ok, that didn't work... what if I beg ? ? ?
I was only kidding with the "offensive part of the post", BTW
I am still pondering about the PS2 Linux kit, but I quite sincerely do not have $199 on the "free to spend" budget available right now and I am in no mood of looking at warez stuff...
My memories of Libdream ( Dan Potter's DC library ) were full of "I cannot compile/insert bug at compile time of the toolkit, etc..." memories and I abandoned the research of how running self made hobby programs on DC HW...
oh well... GBA ( homebrew coding ) will be the only fun I will be able to have at the moment then
I will keep checking the developemnt for free DC devkits...
Here I'd politely ask Simon and the rest of the PVR team that surfs these boards if in the spare time ( if they have any ) they could help the DC homebrew coding scene: I am not saying to release to the public the DC SDK you have, but maybe to help ( Dan Potter and friends seem very competent, but more competent programmers would help the free DC SDK projects to proceed faster )...
If you refuse I have ( oh no another quote from the same moviieeeeeeee !!! ) some friends, who happen to be knights that pronounce a word you PVR/IMG employees hate, so I won't repeat it here
Fafalada,
I understand... IIRC people were sustaining that GS's triangle set-up engine started to choke after the 15 MTriangles/s point... ( is it Triangles as 1 triangle = 1 Vertex ? )
Are you saying that basically using VU1 and doing some nice complex lighting and multi-texturing the rate we send triangles to the GS's triangle set-up engine is below 15 MTriangles/s ?
IF that noumber counted multi-texturing and we had like 2 textures per polygon our engine would basically be rendering a max of 7.5 MTriangles/s ( if the 15 M number was vertices/s then this one is too ) or 125 KTriangles/frame
If an architecture were to work with single-pass multi-texturing our 15 MTriangles/s could be almost all effective triangles used in the scene and our polygon budget per frame would indeed grow to 250 KTriangles/s...
It seems to me that even on current PS2 HW single-pass multi-texturing could have improoved performance...
Of course if our effective polygon budget/frame doubles then the risk we will be main memory limited will grow too as we will need to have more data to be stored in main memory...
BTW, you mentioned 2 passes VQ... well, if main-RAM free space is the issue and you are already using 2-3 rendering passes in your engine already would not that give you VQ de-compression for free ?
If VQ textures can effectively provide higher compression ratios in the engine used compared to already available 4-8 bits CLUT ( in average, it might depend from texture to texture ), this will also mean that in average transferring texture data from disc to main RAM, from main RAM to GS will take less time and less bandwidth...
Think about an engine whcih is doing multiple rendering passes and has some VRAM left, but not using VQ... think about adding VQ (basically for free ), this would decrease the amount of bandwidth texture data steals from EE's main bus and from main memory and from the GIF-to-GS bus improoving overall system efficiency...
Using any of the paths, texture data does indeed travel onto EE's FSB and in that "period" the bus is busy and cannot be used by the VUs or the RISC core... if we can decrease that "texture transfer period" even by a small amount, that would help overall system performance by increasing average efficiency as we would be able to keep the execution units a little bit better fed... all IMHO...