Originally posted by Unicron!
Does anyone know what does the pixel fill rate has to do with polygons?Cause I rememder a long time ago someone explaining in the forums that the PS2 can do more polygons in real time gameplay scenes than the XBOX because of its higher pixel fill rate.I still dont understand this.(?)
The games proove otherwise.
Also if you check the specs you will notice that the EE is capable of handling 66m while the GS 75m.I also dont understand that one.2 separate parts of the hardware each with its own strengths?How does the EE and the GS work together their specs?
BTW Polyphony said that GT3\'s graphics engine can push 20 millions polygons per second although the game is running in much less than that.
I\'ll leave out Xbox so it doesn\'t turn nasty... so here it goes:
The Emotion Engine, which is well known the CPU of the PlayStation 2, consists of various different units, all dedicated to different tasks. The more complex and powerful ones are with no doubt the two Vector Units. Then, fairly close to the EE, you have a GPU (Graphics Processing Unit) which can be compared to todays 3d graphicscard. The difference though is, is that GPU and CPU are totally independed from another in the PS2, while in PC\'s they both share certain tasks.
The Emotion Engine (specifically Vector Unit-1) uses its power to perform perspective transformation. That term can be simplified into recalculating those polygons while you move your character in different directions or play your game. This task is very performance consuming and that\'s where the 66 million poly/sec number comes from: The EE (or Vector Unit 1) can calculate 66 million polygons per second.
The GPU (Graphics Synthesizer)\'s primary function is just drawing those polygons on your tv screen while adding some effects such as AA and others. Drawing capabilities is messured in fillrate, which gives you a number of how many pixels a processing unit can draw per second. The GS has a (pixel-)fillrate of 2.4 Gigapixels/sec - which would equal 2400 million pixels per second. This is raw however and does not include texture mapping etc. So, polygons also consist of pixels and if we take 32 pixel polygons and devide that number from the fillrate, you\'ll get 75 million (32 pixel) polygons per second. A game of course doesn\'t only use 32 pixel polygons - but remember these are just estimates and only determin the maximum capabilities of a system under certain circumstances. So, as Fast pointed out:
the EE can perform perspective transformation on 66 million raw polygons per second, while the GS can effectively draw (or render) 75 million (32 pixel) polygons per second.
To also lighten a few things up, the 66 million poly/sec number is only the maximum performance of
one vector unit (VU1), while the other vector unit (VU0) is dedicated to different tasks. You could use both for perspectice transformation theoretically, but by doing that, you\'ll neglect other import gameplay elements which also consum performance. While this is a very powerful environment for 3d applications, it is also very hard to implement in the software. Just think about it; you have a CPU that consists of two vector units that have to run in parallel. If it doesn\'t, then you\'re whole program won\'t work, as latency will cause bottlenecks. 1st generation games only made rare use of one of the vector units and efficiancy was also very low. That together with the steap learning curve and we get the result of graphical lackluster games at launch. GT3 perhaps could be also an example, as it only maxes out the PS2 to less than 25% (which is proved by messurement). Also, as others have pointed out - a game does not only consist out of cars, but also a lot of physics, AI, textures, lightning and others which all consum performance. The more efficiant the game is programmed, the more you\'ll have on screen. Hope this clears most questions up in here - if not, feel free to ask.
