Well, I\'m not going to wade through this menagiré of posts, but I\'ll put it in a very simple context.
Star Wars: Rogue Leader Rogue Squadron II, simply cannot be done on PlayStation 2 hardware, without signifigant deductions from visual quality.
Lets take pick out one thing (out of many others) for example.
Layers per texture:
GameCube\'s hardware supports up to 8 layers of effects (SP-AA, Bump-mapping, HW-lighting, Radiosity lighting, etc...) per texture, in a single pass.
PlayStation 2 can only manage to add 1 layer of effects per texture, per pass.
You see RSII uses at the least 5 effect layers per texture. Next RSII runs at a rock-solid 60FPS in 480 progressive scan-true 60FPS.
So first off, you really don\'t get a true 60 frames per second rate with PlayStation 2 as the hardware simply does not support it.
Next RSII features extremely intricate levels features millions of items of geometry.
In fact if you take a look at the link below and read the short paragraph then view the thumbnail, you\'ll get an idea of what a cutscene is comprised of, nonetheless a full-blow trench run, on the heavily armed Death Star where you\'ll end up facing around 100+ TIE\'s on screen, add to that the thousands of laser turrets, incredible AI, and the level detail itself. The technical production values behind RSII are outright massive.
Click hereNext we\'ve got the effects themselves. PS2 utilizes the well-used but rather crude from of anti-aliasing-Full Scene Anti-Aliasing (FSAA), GameCube utilizes Sub-Pixel Anti-Aliasing, a superiror form of AA which minimizes any \'blurr\' to a minimum and offers premium aliasing reduction. Then there are the lighting effects, forms of radiosity lighting, and mip mapping, which cannot be done on PS2 without shaving a lot here and adding a little there.
You\'ll end up in a damning circle if you think you can squeeze a game like RSII, effects, polys, frame rates, and all on PlayStation 2 hardware.