First of all, you were initially incorrect to assume that Anandtech was comparing dev kits. This article was written in 12/01, clearly after the platforms had both launched & specifications for both systems were finalized.
I wasn't talking about the andantech article when I said that. You didn't post a link to that at the time, remember? I was talking about the EA comments in the article IGN posted back in 2000 regarding game cube hardware performance. If I recall that was before they dropped the speed of flipper, as early devkits were clocked higher then later devkits.
You seem to forget that the unmodified Celeron X-CPU received a downgrade in clock frequency from 800mhz to 733 iirc.
You completely missed my point on downgrading speeds. The article from IGN you posted talked about GC hardware performance a year before it came out, but I'm fairly certain that the performance it talked about was based on the higher clocked hardware. That's why I mentioned that. Yes the CPU speed was raised later on, but that wouldn't have much affect on performance when you're talking about hardware lights etc... If it was talking about skinning and animating characters then the CPU speed could have made a much bigger difference, however that IGN/EA link you posted didn’t' talk about anything in that area.
You consistently refer to the EA benchmarks, I'm sorry but I do not put as much stock into them as you do. We don't know how efficiently coded that benchmark was to begin with, so why cling to its results as if they were gospel?
Ya know it's funny to see you argue using some article quoting someone unknown form EA on gaqmecube hardware performance regarding hardware lights etc, when you then turn around and try to discount more information from EA when it doesn't agree with your opinion.
I'd put far more credit in compared performance numbers from someone like EA as they release the MOST multiplatform games compared to any other developer/publisher. Btw, yes we do know how efficiently EA's benchmark was coded as they explain it in the article. If I recall correctly it was a siggraph article.
You can discount this if you want, but you haven't done any multiplatform development, have you? You have no reason to believe they are wrong.
A general chameleon type code easily transferrable to all respective platforms is what EA does basically.
Find and read the EA siggraph article, they explain what they did on each platform with regards to optimizing. EA's benchmarks for all the platforms was the best one I've seen yet. They did these benchmark tests in an attempt to simulate an environment a game would be running in. complete with AI running in the background (doing what exactly, I don't know) but it's the closets thing we've seen to a real multiplatform comparison with benchmarks.
[edit] the aqrticle that I post later on actually has the CPU idle snce they assume AI and other program oriented tasks would be running on it. However the actual EA document I'm looking for gave stats on skinning and a few other areas that wold invovle teh CPU on gamecube (due to the fixed function T&L flipper uses)[end edit]
Also AFAIR the EA benchmarks had the GC above, or just below the X-Box for whatever it's worth regarding in-game conditions. (correct me if I'm wrong)
The EA article performed tested for poly throughput, skinning, texture through put and a range of other benchmarking areas. You're not correct about where it positioned the GC. In most tests the game cube was hovering above or below the PS2 in performance when the same task was tested.
Which devs. are you referring to exactly? Those with their roots in PC development? What about the plethora of Japanese ones? Put some actual thought behind your statements before making blanket erroneous ones.
Do you think game programmers start out coding on console before ever touching any other platform? The majority of developers have some sort of root in PC development. I haven't met a single game programmer in 10 years that wasn't familiar with coding on Intel CPU's at one point or another. After all, it's one of the most widely available cpu's to the public out there.
So, perhaps you should put some thought into your statement before trying to appear like you know what you are talking about.
By elegant I believe you mean efficient.
No I meant it was an elegant design. Since when has that word meant efficient? Like I said before, there's no real way to tell if it's the most efficient gaming platform unless you've coded on all three. Which you obviously haven't.
How can the X-Box be faster in lighting when on the GC they are done in parallel or simultaneously with other functions? (infinite with specular, or local omni. Negating any possible speed differential) Or shadowing & self-shadowing when they can both be combined in one operation or pass?
Once again, look for the EA siggraph article. I've been looking for it but haven't had any luck finding it yet. You can see the performance numbers
So where in this article does it say that performing the lighting in parallel will make it faster than what Xbox is doing? Or still provide it with less a performance hit, or better yet, less a performance hit in a actual game instead which is all that really matters?
EMBM can be performed faster upon the GC, although bump mapping is faster when done on the X-Box.
Once again WHO CARES?!? We're already heard from multiplatform programmers in this forum (such as ERP) and he's already stated how you'll always find specific cases where one hardware set can out perform another hardware set at a given feature. Like I sad before, what difference does it make if people aren't doing this things in the majority of games? for instance I've hardly seen EMBM in most console games. Nor have I seen 8 texture layers in most console games.
"Who cares about 8 texture passes?" I'm sure that Capcom, Factor 5, EAD, Retro, & the more proficient Gamecube coders do.
All that really matters (if you want to argue efficient terms) is which console is more efficient at the features most developers choose to use in today's games. Which is exactly why I talk about the EA benchmark article.
And exactly how many components on the X-Box is MS responsible for directly producing? Besides it's DirectX API? Do you see how irrelevant that statement you made is?
It's relevant when you want to get into a which CPU is more efficient argument as it looked like that was where you were heading. The point behind my saying that was to head off any sort of argument about the single components in the console being more efficient as the console as a whole is what matters.
What one developer is capable of extracting with 8 textures poly-wise is not representative of what all developers can accomplish. By your logic then how did F5 get 12mpps using 5-6 texture passes then? (its listed maximum) Its all about developer proficiency when exploiting the said platform.
Please, now you're grasping at straws! I'm sure there's a few different ways to implement multiple texture layers on the game cube, but there isn't an infinite amount of ways to do it as they never let you get that close to the hardware.
If you want to bring up factor 5 and their claims then go ahead. I have trouble believing anything they said as they seemed to frequently BS performance numbers IMO. Even still those numbers where from the firs rouge squadron on the GC, correct? It's not hard when you have nothing but static animating objects ( no characters or skinning), to get the most performance out of a hardware T&L system like flipper. Too bad he didn't mention the game was running in 16 bit color with FSAA enabled.
The DS is Yamauchi's last recommendation/contribution to Nintendo, he admitted this himself btw. You overstate Yamauchi's importance to Nintendo under Iwata's guidance. (completely unfounded as many of your statements have been thus far)
I base my opinion on hearing from other developers I've met out of Japan on how different the game companies are culturally. What I see from you is someone that doesn’t know one way or the other, or is simply a real hardcore Nintendo and only hears what they want to hear. One way or the other my opinion is based on SOMETHING. I've yet to see what yours is based on other than article written on the internet that supports your opinion.