Are the results of 4MB of streamed textures the same as of 4MB of stored textures?
The results are quite different, as the 4 MB must be used to save the buffers. If you add it up, you should get around 3 MB being used. That would leave 1 MB just for "cached" textures. If you stream them however, you can use far more, as the textures aren\'t saved locally but somewhere within the 32 MB of main Memory.
ps2 have 4mb of VRAM.
I used to thought it pretty low
but comparing it to Gamecube, GCube only have 3 mb of VRAM
but because Gcube have 6x texture compression, 4 layer of textures per time, making 3mb of VRAM equals 18 mb because of the 6x compression ratio.
GameCube\'s 3 MB is also only used for the buffers alone.
ps2, on the other hand was develop over a year before of xbox and gcube.
so?
it doesn\'t have texture compression, but rather some sort of streaming technology.
it certainly does. It can also decompress on the fly.
it can only do 1 layer of texture a time. if develop wants to get 4 layers, they have to do it again 4 times which take longer time.
correct, although this hasn\'t got to be a bad thing. PS2 is extreamly fast with its single-pass (thus it having a very high fillrate).
if ps2 have 6x texture compression, it would have outperform gcube.
It does have compression. The bandwidth and the 32 MB of memory is the shortage.
PS: Sorry, but I\'m tired and couldn\'t bother with an in-depth reply.