lunlunqq said:
so on some other board i got into an argument with an xbot about the ps2 hardware. he claimed that ps2 was poorly designed and actually very behind its time because it lacks of the following features:
- texture compression
- texture filtering
- Hardware AA
- multi-texture fill/render? (he said it in Chinese, I don't know the English term for this one)
- motion compensation
- true 32-bit color support
since my knowledge on gfx is very limited, i wonder if someone here who has experience with the ps2 hardware could kindly tell me if what he said is valid or not?? i can look up the terms to see what they mean, but i cannot tell if the ps2 support them or not. thank you in advance.
The PS2 was hardly behind the times at it's launch. T&L support was pretty weak at the time ... and certainly wasn't well supported in anything that could come close to it's vertex abilities.
Well, it could do CLUT - but yeah, better texture compression would have helped given the GPU design (small amount of fast EDRAM as opposed to a large reservoir of ‘slow’ memory) ... especially in the early years before devs got a handle on multiple passes.
To my knowledge, it could certainly do interpolation.
Well, the N64 technically had this built in, but was it used often? The X-box could do this as well, but it also wasnÂ’t supported extensively due to the trade-offs iirc.
- multi-texture fill/render? (he said it in Chinese, I don't know the English term for this one)
I’m not sure what this means? If it is multi-pass rendering, then wtf – that is how the PS2 was designed to work. It didn’t have a lot of T&L effects built in, so it would do multiple passes on the polys with SW algorithms to add the effects. That’s why they went with EDRAM – so they’d have the speed and B/W to do the multiple passes.
Not sure about this Â… is this built in to other HW? What is it used for? Most effects the PS2 just did through multiple passes (by design).
- true 32-bit color support
Again, not sure if I can answer this. As far as I know, it can do it – but due to memory constraints (one can argue the lack a HW texture compression), not many games support it due to the trade-offs.
Again, T&L effects that are lacking are due to the launch date (what, a year and a half or more before X-box?), not because it was somehow underpowered. That is a long time in GPU ‘generations’.
Most people would argue quite the opposite; the PS2 was pretty amazing for its time. Why else can it still at least ‘run’ with the competition?