Fafalada said:
Not really - FF effect stuff is largely about warping and blending draw buffers on top of one another - how do you propose that would work without textured drawing? Equally so for MGS - all the effects like in the opening scene - from rain, the large amount of light glows, motion, focal and other blurs, they are all textured draws.
If MGS2 is all about textured fill-rate why does NV2A choke on it that much ? Is bandwidth limitation killing its efficiency ?
Yes, you are as usual right... darn experience pays off... it would make sense as render-to-texture effects on NV2A involve writing/reading to/from the shared RAM and the bandwidth is not that high there.
PSP, texturing wise, has better fill-rate than PlayStation 2 (if you scale by the resolution):
664 MPixels/s * 2.2 = 1.46 GPixels/s and if the stories are indeed true and bi-linear comes free this means that we do hit 1.46 GTexels/s on PSP (well, 664 MTexels/s, but I am still multiplying by the scale resolution factor 2.2 ).
PSP would then be ~1.21x faster than PlayStation 2 drawing textured pixels.
So, for textured draws to do all those special effects PSP should be faster.
The PSP GPU has a 512 bits bus running at 166 MHz to feed 4 pixel pipelines: 10.6 GB/s / 4 = 2.65 GB/s per pipeline.
The GS has a combined 2,560 bits running at 150 MHz bus to feed 16 pixel pipelines: 48 GB/s / 16 = 3 GB/s per pipeline.
While th GS only has CLUT textures, he PSP GPU has also S3TC compressed textures: granted that they do not help with render-to-texture effects much directly, but they can help reduce the bandwidth used to load other textures.
Counting the bandwidth advantage of the GS would level the playingfield as it would lower the advantage the PSP has drawing textured pixels.