This is absolutley absurd! The PS2 uses it's CPU for T&L. That's 6.5 GFLOPs. The XBOX's NV2A core does like, 50. Heh.
Main memory bandwidth
PS2 3.2GB/S
X-box if I remember right it's 6.4GB/S
In both situations, the PS2's grahpics processor is *constantly* loading the bus because it only has 4MB of VRAM. Sure, internally the frame buffer is hella fast, but with a frame buffer and double buffering the PS2 has less than 3 megs of cache for texture.
Yeah, sure, it doesnt' need as much texture memory as the X-box since it's geared towards polygons, and not texture oriented programs.
But this argument is also moot because the X-box has more polygon power than the PS2. Thus, it don't matter if it's geared to polygons or textures. It don't matter.
The PS2 has no form of vertex or pixel shaders
The PS2 has limited main memory size (32MB) which also means that they have a much smaller max polygon count than the X-box
The 48GB/S of internal bandwidth in the graphics synthesizer is intresting, but it has a friggin 16 pipes! Which is sorta a waste of space that could be used for EDRAM which the PS2 has prescious little of! That's 4X the amount of pipes than the NV2A. Problem here... they're all single texture pipes. That means that while max untextured fillrate is higher than the NV2A, once you add a texture you cut your fillrate in half. Add 2, cut it in 1/4th. NV2A has 4 pipes, yes, less pipes. But it can enable dual texturing with no performance hit and even multitexturing doesn't hurt too much. Plus, with all that fillrate, what are you going to do, run at high resolutions? Uh no, limited framebuffer RAM. 4 megs is already mad cramped. Make super high overdraw scenes? ooookaaaaaaaaaayyyy....... maybe rendering dust and heat and such could use such rediclously high fillrates, but for 640X480, I think it's a bit overkill. I say kill 8 pipes, give each extra pipe a texture block, and add more EDRAM!
In an X-box, there's a critical feature. Texture compression. Meaning that if you allocate 16 megs for textures and it's 8:1 so that means you could probably fit 128MB of uncompressed textures in there after texture compression. The PS2? 3 megs. Ahahahahaha!
True, the X-box has less processing power, but let's take a look at the processors.
X-box processor
16K of L1 data cache
16K of L1 instruction cache
128 K of L2 cache
If I remember right, the emotion engines cache spces aren't that hot
And also, 128 bit processors need 4X the amount of space to hold a single instruction than it's 32 bit counterpart.
Sure, you can have longer instructions, but who needs them in the game world? 64 bit was fine.
Thus, you have smaller cache, hurting performance. And then you realize that not only is the PS2's emotion engine An AI, physics calcuation engine, it's also the PS2's sole T&L engine. And maybe they'll use it for pixel/vertex shader emulation. The EE is clearly a bit overloaded, after having to share memory bandwidth with the Grahpics rasterizer.
This guy's really nuts. PS2 beats Xbox my butt.
Then again.. zee selection of games for the PS2 are <monty burns impression> Excelent...
And that's what wins in the console world, right?
But jeez, does that guy need to learn. The PS2 has it nearly as bad as the X-box interms of SMA because the main memory bus is constantly loaded with texture information because of the PS2's microscopic texture cache. The PS2 would be so much better if
1.Embedded cache would be just that, a texture/frame buffer *cache* and not memory. This would allow main memory to be a L2 cache so to speak, and drastically increase the PS2's texturing capabilities
2.Cut out the massive paralellism and cut the PS2's pipelines in 1/4th and added an extra texture block to each pipe, this would give it specs similar to the NV2A in the fillrate department. Use the left overspace to jack up the EDRAM. (Embedded DRAM). Keep the bus width the same.
3.*Maybe* build a T&L chip onto the same package as the grahpics synthesizer and given it it's own EDRAM supply so it could use it as a vertex cache, and clocked it at Geforce like speeds so that the EE wouldn't be so darn loaded with all the T&L work
4.Beefed up the sound processor to include dobly digital and such things
5.This is the biggest thing. Let the grahpics synthesizer support texture compression! This would do *wonders* to the texture storage capacity of the graphics synthesizer (Multiply the theoretical texture storage from it's measly 3 megs to around 20!!!) and if they increased the EDRAM amount while they're at it they could have some really impressive texturing capabilities.
6.Kept a huge narrow fast DDR pool of memory (64 megs or more of the stuff, not too expensive with 32 meg DDRSDRAMs probably not terribly expensive at the time ) with atleast 400MB/S of bandwidth as a buffer/cache. You could have a 16 bit bus just like RDRAM and if it operated at 100MHZ you'd have exactly 400MB/S. This could do wonders for maximum polygon count on the PS2, as the Polygons being currently worked with could be in RDRAM and the ones later in the level not being activley drawn could be cached in the cache.
4 and 6 as well as 3 are iffy, but 1 and 5 would have done wonders for the console's image quality and 2 would have allowed a larger EDRAM pool.
Well, what do you guys think? Am I decently informed on this stuff?