Talking about environment mapping, both standard and cube, wouldn't PS2 be the best equipped of the three for that, due to its supposedly excellent render to texture capabilities?
Also about (real) bumpmapping, GS obviously doesn’t have any way of doing dot products, that would have to be done on EE. Where the xbox and Gamecube has the calculating power split between the CPU and GPU, PS2 has all of the programmable power on the EE, then why not do the calculation of bumpmaps in one of the vectorunits?
All you would need, would be part of the poly-mesh, a normal map and a microprogram to do the stuff (maybe as an added bonus, the finished bumpmap could be send through the IPU, and then converted to a 4 bit CLUT).
The only thing I can't imagine being done efficiently on PS2, would be EMBM due to the reflectionmap having to be sent to the EE and back.
Also about (real) bumpmapping, GS obviously doesn’t have any way of doing dot products, that would have to be done on EE. Where the xbox and Gamecube has the calculating power split between the CPU and GPU, PS2 has all of the programmable power on the EE, then why not do the calculation of bumpmaps in one of the vectorunits?
All you would need, would be part of the poly-mesh, a normal map and a microprogram to do the stuff (maybe as an added bonus, the finished bumpmap could be send through the IPU, and then converted to a 4 bit CLUT).
The only thing I can't imagine being done efficiently on PS2, would be EMBM due to the reflectionmap having to be sent to the EE and back.