Since my decades old archived web pages keep being brought up I thought my view was clear. The PS2 "should" technically be capable of same-ish quality texture maps as the Dreamcast PowerVR 2. It just isn't in most games, possibly due to the move in the industry to "shaders" and the PS2 approximating them by layering relatively non-memory intensive "polygons" on top of polygons using the VUs.
I do my best to not resort to opines, so I have documented what I have found here:
http://www.gamepilgrimage.com/conten...000-benchmarks
Contrary to the site owner's opinions, mine has changed over the years. I just don't see with high def emulator glasses like the majority do. Also, it's an official statement from Sony themselves (and documented above):
http://www.gamepilgrimage.com/sites/...rHaveWeGot.pdf
See Pages 18-20, and the general recommendation for palatalized textures to reduce stalls. That is, from what I've seen, 4-bit, 16-color, palatized textures in virtually all PS2 games. It's no different in my mind than Saturn devs needing to use the VDP2 as much as possible to raise the fillrate.
I should also probably point out, again, that my original posts were against the PS2 being "10X" as powerful, or 66 times as powerful in Sony's specs. Context is almost everything.

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