J
joe smith
instance, look like a steaming pile of dogshit on the PS2 if there's all
Easy: if you actually do anything, force multipliers begin to kick in.
Example: You want two texture channels: fine, it's possible, but then
fillrate is halved because the primitives have to be filled twice. The
ingenious design for combining colors seeks it's match, considering OpenGL
introduced standard feature-set for alpha blending (nearly?) decade earlier.
Enable something on PS2 and the performance dives. It doesn't take too many
features to cut the fillrate (for example) to 1/8 th of the peak performance
(marketing figure).
Not to mention the hardware is notoriously hard-to-program for, which some
people actually brag about. Go figure.
this raw processing power under the hood?
Easy: if you actually do anything, force multipliers begin to kick in.
Example: You want two texture channels: fine, it's possible, but then
fillrate is halved because the primitives have to be filled twice. The
ingenious design for combining colors seeks it's match, considering OpenGL
introduced standard feature-set for alpha blending (nearly?) decade earlier.
Enable something on PS2 and the performance dives. It doesn't take too many
features to cut the fillrate (for example) to 1/8 th of the peak performance
(marketing figure).
Not to mention the hardware is notoriously hard-to-program for, which some
people actually brag about. Go figure.