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Author Topic: PS2 USING ITS FULL POWER.  (Read 4457 times)

Offline ReverendXbox
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PS2 USING ITS FULL POWER.
« Reply #30 on: February 20, 2001, 09:00:28 AM »
Well, yes in a way (except the PC part).  The 4MB of VRAM is cost efficient, but developers have to learn how to use it.  As far as the UMA goes, I don\'t know of many PC\'s that use that feature, so you kind of lost me there.  Let\'s just say UMA gives the developers a choice, while the PS2\'s architecture FORCES developers to learn how to deal with it.  It\'s all a matter of philosophy.  Some may like it, some may not.
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Offline Unicron!
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« Reply #31 on: February 20, 2001, 09:35:13 AM »
Ehm except for being cost efficient the PS2\'s VRAM can do great textures.After programmers get used to the technology Sony is planning to release new technologies with cheaper rams but with incredible results.
Sony is trying to establish the PS2\'s style hardware for future plans also.
Can you imagine 128MB of streaming VRAM?Cheaper than a 256MB VRAM but can produce 4-8 times better textures as well.
Its a revolutionary way of texture mapping.

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« Reply #32 on: February 20, 2001, 09:57:41 AM »
Quote
Originally posted by Animal Mother
So what you are saying, Reverend, is, PS2 uses a new and innovative way of streaming graphics that nobody knows how to do, but can greatly benefit this industry, while Microsoft wants people to make games the old PC way? Thats what you are saying.


I would phrase that more like "So the PS2 uses a unfamiliar way of doing graphics while the Xbox uses the standard that all PC developers use". Another thing is the Xbox cant "stream" graphics that well. The CD/DVD drive is way too slow for that. What you really need is a HD (which the PS2 will have soon) for that. So, no matter how you wanna spin it the 4 megs of VRAM is not a benefit in any way, shape, or form. It only hurts it. But that isnt to say the PS2 is a weakling, cause its not. But, its not as strong as it could be.

Offline Aaron
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« Reply #33 on: February 20, 2001, 10:09:08 AM »
Off to Console Debating we go. Weeeeeeeeee!!!!

Offline CelliCeL
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« Reply #34 on: February 20, 2001, 03:25:41 PM »
Quote
Hey! I got an idea! Let\'s all get ourselves hyped up because of one prerendered picture and speculate about somthing we can\'t know at this point, and we\'re very emotional about! Yea, that sounds like fun! And we can pat ourselves on the back right now about our great $300 purchase because we are sure we\'re right!

LOL, i just couldn\'t resist. Let\'s not get hyper about our assumptions, and desires. I\'d love to see Sony bring out a really dope VR visor that blocks out distractions, and has resolution good enough for DVD\'s, but I shouldn\'t get myself worked up, starting threads about how dope it\'d be, and say I think it\'ll happen. That\'s retarded. PS2 may or may not look that good ingame eventually. No one here knows, and since it\'s not something that enhances the substance of a game, the speculation doesn\'t warrent a thread. Well, that\'s just my opinion, I could be wrong...


Uh, no. Knowone is getting hyped up by anything. You think this topic is about the
prerendered picture? All I said is when the ps2 uses its full power what would the games
look like. The picture is just to show you if you think the ps2 games are going to look like that using its full power.Its just a matter of opinion, a guess, a prediction on how well you know the
ps2\'s hardware. Read my post, people just got a little out of hand posting in this topic.  
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Offline SLIMSHADY739
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« Reply #35 on: February 25, 2001, 08:54:37 AM »
wow thats awesome is that  really running on ps2 hardware
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Offline ho3j
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« Reply #36 on: February 25, 2001, 01:01:47 PM »
I would be amazed to see graphics like that in an in-game situation on any of this generations consoles.

Offline Living-In-Clip

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« Reply #37 on: February 25, 2001, 02:01:03 PM »
Quote
Originally posted by SLIMSHADY739
wow thats awesome is that  really running on ps2 hardware


Uhm.
One word.... NO .

Offline Mr. Kennedy
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« Reply #38 on: February 25, 2001, 04:33:23 PM »
I wouldn\'t want graphics to get much better than that... unless it it\'s a leisure suit larry game... hehehehe
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Offline Peltopukki
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« Reply #39 on: February 26, 2001, 08:20:48 AM »
here is little something about amount of texture memory and swapping..

Here\'s beginning and bit from end of John Carmack\'s plan from 3/7/00.
theres LOTs of very technical stuff in middle which I leave out becouse of space.

-------------------

3/7/00
------
This is something I have been preaching for a couple years, but I finally got around to setting all the issues down in writing.

First, the statement:

Virtualized video card local memory is The Right Thing.

Now, the argument (and a whole bunch of tertiary information):

If you had all the texture density in the world, how much texture memory would be needed on each frame?

For directly viewed textures, mip mapping keeps the amount of referenced texels between one and one quarter of the drawn pixels. When anisotropic viewing angles and upper level clamping are taken into account, the number gets smaller. Take 1/3 as a conservative estimate.

Given a fairly aggressive six texture passes over the entire screen, that equates to needing twice as many texels as pixels. At 1024x768 resolution, well under two million texels will be referenced, no matter what the finest level of detail is. This is the worst case, assuming completely unique texturing with no repeating. More commonly, less than one million texels are actually needed.

--- HUGE SNIP ---

Aside from all the basic swapping issue, there are a couple of other hardware trends that push things this way.

Embedded dram should be a driving force. It is possible to put several megs of extremely high bandwidth dram on a chip or die with a video controller, but won’t be possible (for a while) to cram a 64 meg geforce in. With virtualized texturing, the major pressure on memory is drastically reduced. Even an 8mb card would be sufficient for 16 bit 1024x768 or 32 bit 800x600 gaming, no matter what the texture load.

--- snip ---
--------------------

Missing mid part contained lots of stuff about ways to deal with limitations of normal Video memory limitations and management.
oh and i consider most of that image to be possible with ps2, tough not sure about bumpmapping/or texture filtering.
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Offline BizioEE

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« Reply #40 on: March 02, 2001, 05:48:02 AM »
What do you know about streaming Textures in Mpeg2 Format from the DVD in real time? Haven\'t they a compression of 10:1 ? I heard that developers will take advantage of this technique in 2nd and 3rd generation of games...
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Offline Waspman
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« Reply #41 on: March 05, 2001, 07:50:14 PM »
Im happy ps2 can finally display games with clean graphics such as ATV and super crazy fast framerates...this game is called Rumble Racing.

Take a look at ps2.ign videos and tell me is there other current consoles that can go faster than this game?

 

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