Yeah, seem a bit crazy. Would be nice if he could lay it out more detailed how he comes to that conclusion...
However, eventhough I can\'t back up what I have heard from EA-developers (either believe it or not, but don\'t quote me on this), but apperantly the PS2 has a higher in-game pixelfillrate than any of the other consoles - this is coming from people who have worked on both systems. Don\'t know if it\'s true, so take it with a grain of salt.
I know that the whole Emotion Engine(Main CPU + Vu0 + Vu1) can process 66 mpps with z-buffering and a-blending and 36 mpps with 1 texture,1 light,fog and other effects...but you\'re using all the power of the EE for processing polys and nothing else...
huh.. no, not to my knowledge.
When Thoshiba designed the Emotion Engine, they customized the devices (CPU Core, VU0, VU1) to fit certain roles:
CPU + FPU: basic program control
CPU + FPU + VU0: behavior and emotion synthesis, physics calculations etc.
VU1: simply geometry calculation that produce display lists that are send to the GIF.
IPU: image decompression.
If you\'ve seen a basic layout of the EE, you will also see that VU1 that is ment for geometry calculations is directly connected to the GIF (Graphics Interface) and has its own bus, while CPU Core and VU0 need to send travel either through VU1 or the main CPU internal 128-bit bus. Toshiba specifically designed it this way, so I wouldn\'t bet that VU1 is being used 100% for graphic-specific calculations as well when thinking of the 66 million polygons/s number. I might be wrong, so if you could back it up, I\'d be thankful.
Since I also mentioned the IPU, might aswell also mention that the PS2 can handle MPEG compressed textures (Squaresoft developer quoted so), but that this isn\'t very sufficiant. The use some sort of vector compression method with VU1 if I stand correct.
BTW:
The EE can handle:+66 million polygons/s while doing Perspective Transformation
+38 million polygons/s while adding lightning
+36 million polygons/s while adding fog.
The GS can handle:~20 million polygons/s with Z-buffering, textures, lightning and alpha blending. (Not sure if these stats are 100% correct though, I\'d rather here it from a developer)
...so...the Vu1 alone cannot process 66 mpps with z-buffering and a-blending...
...but it\'s not the whole story...
most of the "futures and effects" that X-Box makes via hardware,are done by PS2 via software...and it means that you have to use,for example,a percentage of the power of the main CPU to do effects like AA,bump mapping,environment-mapping,multi pass-techniques,etc...and you\'re "losing" power for tasks like processing polys...
Huh, wait a minute. Now you are waaaay underestimating the GS here... Give it some credit!
1. Alpha-blending is done via GS -> Hardware
2. Anti-Aliasing is done via GS -> Hardware
3. Bump-Mapping is done via GS -> Hardware
All those features can be done via software (CPU), but are ment to be used hardware if you know how to handle the Graphics Synthesizer features (less impact on CPU). I know that there have been many reasons to believe that PS2 could not handle AA or Bump-Mapping like other consoles of this generation, but if you look at present games now - it is possible.
Baldur\'s Gate: Dark Alliance -> crisp, clear graphics, no aliasing)
Jak & Daxter -> no aliasing, engine can apperantly do bumb-mapping, but was not implemented in the final game.
Both released this month.