issues with an article on anandtech....

cubeguy2k5

Junior Member
Dec 19, 2004
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i feel that anandtechs article on xbox vs ps2 vs gamecube didnt go in depth enough, guessed at too many things, and intentionally got others wrong, not sure where to discuss this at, would like to get a thread going.....

"However details on this processor are sketchy at best but the information we've been able to gather points at a relatively unmodified PowerPC 750CXe microprocessor " - where did they gather this from? gekko isnt a PPC 750CXE or it would be marked as such.

"The Flipper graphics core is a fairly simple fixed function GPU aided by some very powerful amounts of memory bandwidth, but first onto the architecture of the graphics core. Flipper always operates on 4 pixels at a time using its 4 pixel pipelines; each of those pipelines is capable of applying one texture per pipeline which immediately tips you off that the ArtX design wasn't influenced by ATI at all. Since the Radeon and GeForce2, both ATI and NVIDIA's cores have been able to process a minimum of two textures per pixel in each of their pipelines which came quite in handy since none of today's games are single textured anymore." - who told them that gamecube only has one texture unit per pipeline? it wasnt nintendo, i could just as easily say it has 2, doubling texel bandwidth....... who said it was fixed function?

"Planet GameCube: In a recent IGNinsider article, Greg Buchner revealed that Flipper can do some unique things because of the ways that the different texture layers can interact. Can you elaborate on this feature? Have you used it? Do you know if the effects it allows are reproducible on other architectures (at decent framerates)?

Julian Eggebrecht: He was probably referring to the TEV pipeline. Imagine it like an elaborate switchboard that makes the wildest combinations of textures and materials possible. The TEV pipeline combines up to 8 textures in up to 16 stages in one go. Each stage can apply a multitude of functions to the texture - obvious examples of what you do with the TEV stages would be bump-mapping or cel-shading. The TEV pipeline is completely under programmer control, so the more time you spend on writing elaborate shaders for it, the more effects you can achieve. We just used the obvious effects in Rogue Leader with the targeting computer and the volumetric fog variations being the most unusual usage of TEV. In a second generation game we?ll obviously focus on more complicated applications."

The TEV pipeline is completely under programmer control, so the more time you spend on writing elaborate shaders for it, the more effects you can achieve. COMPLETELY UNDER PROGRAMMER CONTROL MEANS NOT FIXED FUNCTION, and on fixed function GPUs you cannot do advanced shader effects in realtime can you? rogue leader and rebel strike use them EXTENSIVELY.... anandtech.... wheres your explanation?

ill provide more examples later....
 

DaveSimmons

Elite Member
Aug 12, 2001
40,730
670
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Here is as good as anywhere, but edit your post to include specifics instead of vague generalities, and try to back up any claims with links to evidence. Most of the people here will trust the AnandTech staff more than you, so the burden is on you to support your claims.
 

cubeguy2k5

Junior Member
Dec 19, 2004
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"Julian Eggebrecht: Maybe without going into too much detail, we don?t think there is anything visually you could do on X-Box (or PS2) which can?t be done on GameCube. I have read theories on the net about Flipper not being able to do cube-mapped environment maps, fur shading, self-shadowing etc... That?s all plain wrong. Rogue does extensive self-shadowing and both cube-maps and fur shading are not anymore complicated to implement on GameCube than on X-Box. You might be doing it differently, but the results are the same. When I said that X-Box and GameCube are on par power-wise I really meant it. " looks like a PROVEN DEVELOPER just proved anandtech is WRONG... nice..... factor5 was involved in the creation of cube, they know it better than ANYONE else, including anandtech....
 

cubeguy2k5

Junior Member
Dec 19, 2004
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come on anandtech, i know you see this article... what about this?

you clearly state that you believe xbox is ageneration ahead of gamecube technically, when you COULD NOT do any of the shader effects nor the amount of bumpmapping thats in rogue leader even, on a pre GF3 GPU, let alone rebel strike..... what about the water effects in rebel strike, mario sunshine, waverace, i do believe that in 2001, not one game had water even on pc, even CLOSE to waverace in terms of how it looked, and the physics behind it, and in 2002 there wasnt one game close to mario sunshine as far as water goes, wow!..... what about all the nice fully dynamic lighting in RE4, and rebel strike? you couldnt pull that off on a fixed function gpu could you? apparently they cant even pull it off on xbox, when halo2 has massive slowdown, mostly static lighting, an abysmal polygon count, coupled with lod pop in, and various other problems/faked effects.... nice, what about ninja gaiden ? same story, good character models, very bad textures, non existant lighting, shadows that seem to react to non existant lightsources that exist inside of walls..... cute.....

wow, low rez textures, no lighting, shadows reacting to light thats apparently inside the wall, and very low poly environment, dont say its the level, i can go to any level and do the same thing....
 

sandorski

No Lifer
Oct 10, 1999
70,883
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It's probably best to use the comment section included with the article itself. Article Authors read those comments and respond quickly to corrections pointed out by those commenting.
 

L00PY

Golden Member
Sep 14, 2001
1,101
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Also, look at when the article was published. If it's more than a year or two old, it's probably not worth bothering.
 

Insomniak

Banned
Sep 11, 2003
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I too am DEEPLY enraged that they have desecrated our beloved hardware site with Consoles, as if they are other than gutter scum deserving of only my spit.
 

jvarszegi

Senior member
Aug 9, 2004
721
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Originally posted by: Insomniak
I too am DEEPLY enraged that they have desecrated our beloved hardware site with Consoles, as if they are other than gutter scum deserving of only my spit.

:)
 

fishmonger12

Senior member
Sep 14, 2004
759
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Originally posted by: Insomniak
I too am DEEPLY enraged that they have desecrated our beloved hardware site with Consoles, as if they are other than gutter scum deserving of only my spit.

here here.
 

PingSpike

Lifer
Feb 25, 2004
21,766
615
126
I didn't read the article because I don't really care about consoles. So I cannot say.
 

dullard

Elite Member
May 21, 2001
26,201
4,871
126
Originally posted by: cubeguy2k5
...they guess at too many things, and then they assume xbox is more powerful based on their GUESSING, nice article....
I think you have to remember that the article was written before these machines were released to most of the world (yes, some areas had them, but not many). So keep in mind the conclusions:
* It's entirely too early to crown one platform a winner.
* As usual, only time will tell the outcome of this and many questions we've asked throughout this article and series.

From your alias name, I think we know the answer you are looking for. Treat this and any other hardware preview at computer websites as they are: previews. Information in previews are often based on information the the manufacturers said at one point before the product was finialized and the manufacturer may have changed a few things around without updating the world on every last detail. Previews also have lots of educated guessing with comments that "time will tell" whether the guesses were correct or not.

I don't think 3 years later you will get a good discussion on this article in your comment on the article itself. General Hardware is a good starting point, but I think your comments are more specific to the GPU than anything else. Maybe the people in the Video section of Anandtech will be more knowledgeable and helpful. (I don't pay any attention to GPUs myself). As a helpful hint, a thread title that mentions the XBox/Gamecube GPU might get more of the GPU knowledgeable folks in to your thread. By the way, which IBM Power PC chip do you think it is based off of if it isn't based on the 750CXe?

And welcome to Anandtech.
 

cubeguy2k5

Junior Member
Dec 19, 2004
11
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thanks, i believe its entirely ground up,remember anandtech ESTIMATES that its ppc750cxe based, because it runs at about 500MHZ, thats their only reason for the estimation, a ground up part would be more reasonable considering the amount of money ibm was paid for the project, which far exceeded 1 billion dollars, oh and i do believe ATI released statements saying gamecube was the most powerful at one point around gamecubes release.... can i edit the thread topic?..... i do also believe based on the kind of effects and the fact that rebel strike is performing 8 layers of effects per pass, EVERYTHING is bumpmapped, and FULLY DYNAMIC LIGHTING, oh and it uses ATI lightscattering, which according to ATIs tech briefs and the demo on their site, requires pixel and vertex shader 1.1 to do, meaning gamecube has to be a DX8 comprable part, as well as the sheer number of shader effects being used, that anandtechs guess is incorrect, there isnt one xbox game with as much going on at 60 frames per second with that level of detail, as rebel strike
 

lumzi23

Junior Member
Jan 7, 2005
1
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Originally posted by: cubeguy2k5
thanks, i believe its entirely ground up,remember anandtech ESTIMATES that its ppc750cxe based, because it runs at about 500MHZ, thats their only reason for the estimation, a ground up part would be more reasonable considering the amount of money ibm was paid for the project, which far exceeded 1 billion dollars, oh and i do believe ATI released statements saying gamecube was the most powerful at one point around gamecubes release.... can i edit the thread topic?..... i do also believe based on the kind of effects and the fact that rebel strike is performing 8 layers of effects per pass, EVERYTHING is bumpmapped, and FULLY DYNAMIC LIGHTING, oh and it uses ATI lightscattering, which according to ATIs tech briefs and the demo on their site, requires pixel and vertex shader 1.1 to do, meaning gamecube has to be a DX8 comprable part, as well as the sheer number of shader effects being used, that anandtechs guess is incorrect, there isnt one xbox game with as much going on at 60 frames per second with that level of detail, as rebel strike

True about rebel strike, it is impressive, but i don't think it is beyond xbox. I have heard you cube guys say things about how the light diffusion on RS3 and RE4 is only possible on cube. You say that if is possible on xbox then why isn't it used. That is just... cute...
I might as well go around saying that just because there are no games on cube using normal mapping(which halo2 has by the way) that the GC can't do it without any proof. I can say that cube can't do conkers spherical harmonic lighting because there are no games on cube doing it.
Also what is all this talk about low res textures in Ninja Gaiden and low poly environments. If I am correct RE4 also has lots of low res textures. Besides DOAU has high polycounts and great high rez textures at 60fps. As for shader effects I point to rare's Conker and kameo. Both games use them extensively. Conker water is pretty crap, but kameo's water from the little I have seen is pretty great. I know it has refractions and it probably has reflection. Also, games based on the Unreal 2.5 engine have realtime refractions and reflections along with good water physics. GC may still have the best water, but it is not by a big margin.