It should be great...and...if it were true...PS2 potentially should be more powerful in processing power then GC,for example...GC GPU=more than 30mpps with no textures...Vu1=66mpps with no textures...is it possible?
Well, as I said, I am in contact with a Square developer (got to know him through ArsTechnica) and was able to ask him a few question. He stated, that he went higher with pushing polygons than the numbers Sony had published (75 million polygons/sec GS) and that 66 million polygons is just the performance of VU1. I can\'t really varify if this is true, but seing what reputation this guy holds on the forums and what knowledge he\'s got, I think it\'s fair to believe so. And it\'s first hand information which he holds, not second/third hand like most authors of those comparasment-tech-articles.
But to say this again, I\'ll repost my Q&A with him:
"...the other thing is, how realistic are the estimates that both Sony and Microsoft make of their consoles? PS2 with 75, while Xbox comes in somewhere at 125 mil. if I stand correct. The other thing that I was also wondering is, if those number that Sony posted with the EE (66 million polygons/sec) is that considering a 100% usage of both VU0 and VU1 or just the VU1 (since it handles the geometry calculations)?Answer:
The 66million is just VU1 running microprograms (as far as I know, I\'ve gone higher using both)... It\'s acutally possible to exceed the 75million polygon/sec rating of the GS by running both VU0 and VU1 in micromode and feeding the GS triangle strips instead of triangles...(well...I know that GC can do 8 pass technique so...when you add textures...these numbers decrease less drastically...-- but I even read that Naughty Dog are implementing multi pass technique on PS2 via software in their next game...and it should be interesting to see the quality of the result--...,and it has more effective texture bandwidth(GC),so polys should be prettier...)
Actually, the Cube is not multipass technique (I think it\'s called differently), more like 8 within one pass. That means it can render it 8 times in one single pass. Don\'t forget though, that the PS2 holds a rendering bandwidth of 2560-bits or 48 GB/sec - so while it can only render 1 in one pass (textures have about 10 GB/sec bandwidth (512-bits)), it can do it very very fast.
Can you give me a link ?
Huh, that was the conclusion out of the above question from the developer. You can read it in the manual of the EE how much the VU0 is cabable compared to VU1.
Here is the clue why VU1 is noticably quicker than VU0:
Co-processor1 FPU (FMAC x 1, FDIV x 1)
Co-processor2 VU0 (FMAC x 4, FDIV x 1)
Vector Processing Unit VU1 (FMAC x 5, FDIV x 2)
As you can see VU1 holds 1 Floating-Point Multiply-Accumulator more than VU0. It also holds one FDIV more. Now, since VU1 is connected directly to the GIF, it also has another advantage there, but doesn\'t mean VU0 couldn\'t take off a considerable amount of perspective transformation calculations. I won\'t estimate how powerful VU0 is compared to VU1, but it is powerful enough to make a big difference in polygons counts if it were to be used to help out VU1.
You can find a lot of tech articles which hold information like this on the
Arstechnica site and also visit the forum, because like Heretic already mentioned, there are a lot of developers (PS2 and other platforms) that visit these forums regularly.
seven,I\'m interested in your opinion,what you have said is interesting...but I\'m sceptical now...I mean...I\'ve watched Brute Force on the X-Box,and it looks amazing(X-Box was released a month ago and sure future X-Box games will improve in 2nd,3rd,etc generation of games).....yes...PS2 is a lot more difficult to develop for then X-Box ,it has a higher step learning curve,but it is out since march 2000,and I don\'t want to believe that developers haven\'t still learnt how to push it...
It\'s not a suprise that Xbox has a lot of power that can be tapped fairly easy compared to the PS2. Remember, Xbox is very PC like; an architecture that is very similar to the ones found in todays PC\'s or older consoles. The PS2 is brandnew and developers have to rethink there way of programming. It might not be hard to get out a game, but it is very hard to get the true potential out of this new hardware. Remember, while Xbox (or any other console at the moment) holds big memory, PS2 has only very little and now real texture buffer to consider. It may sound simple in theory, but time is proving how hard it actually is. But there are making progress, and games like Jak & Daxter are slowly making the hardware shine.