Originally posted by Unicron!
The only way to get developers to know how to utilise streaming textures was to force them do it by offering small VRAM.
I dont know what developers actually exploited the streaming aspect of the VRAM but I believe after seeing games with high ress detailed textures on PS2 like SH3 I can only imagince how much can 32 MB of streaming textures can do
Not quite. VRAM (eDRAM) is very heavy on transistors heavy and expensive, which is why only 4 MB of it were placed on the GS. The GS was already *huge* in size - any larger than that and clock would have went down or you\'d have problems with keeping it cool enough.
What hurts the PS2 compared to todays consoles is the lack of a proper hardware mipmapping implementation and perhaps good texture compression which makes 32MB of main memory already quite small compared to the other consoles. It *is* older hardware though (built on less advanced processes, therefore using less transistors/logic).
speaking of which, the VRAM is *not* the bottleneck - neither is the EE <-> GS bus - in most cases it\'s the CPU core that holds back the rest of the units.