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This thread exists somewhere :/. Anyways, it's interesting to see the graphic technologies back then. The PS2 did everything it could to handle polygons (Apparently, handled polygons better than the Gamecube did). Very programmable and can do quite a lot. Terrible to program for and it was really starved for texture bandwidth. Gamecube had great memory performance and texture capability. Wasn't very flexible. Uses the TEV engine to try to supplement that. Had strong hardware functions though. Xbox was the melding, same programmability as the PS2 via vertex and fragment shaders. Very good video card (Geforce 3 was a beast), so had a good fixed function pipeline. Problem, Intel really screwed them over with the CPU. All 3 went in different directions for where graphics were heading. Nintendo with their fixed hardware, Ken with his crazy ways to implement future tech (Both vector units were percusors to fragment and vertex shaders), and the Xbox represented where graphics were heading.