| archbrix said: Interesting. Everything I've ever read stated that it was 4 per pass, and I swear even Wikipedia had it labeled as that last time I checked (which admittedly was a long time ago). I never said that the Xbox wasn't a more powerful console overall, I'm just not quick to dismiss what devs such as Factor 5 have stated just because they were working with Nintendo. You seem to know a bit about tech, so in your opinion would you say that the GC had any advantages over the Xbox? What about the GC's supposed higher poly counts, added instruction set or the Xbox's low FSB clock? I've heard many people state that the Cube did have its advantages when it came to real world performance. |
Well. If you want to get technical, the Xbox could achieve more than 8 textures per pass via the use of loop backs, hitting 16 textures per pass, but that does come with a performance penalty. - I'm not actually sure on whether the Gamecube could do something similar or not, but I honestly don't see why it couldn't.
As for what Devs say? Take it with a grain of salt, some developers (even big ones) have made some pretty hilarious claims in the past, exclusive developers have a vested financial interest to claim the platform they develop for is superior than the rest, so take their opinions with a pinch of salt unless they back the claim up with some technical information. (No, flops won't do!)
I can't really claim which console has the better hardware (I skipped that entire generation of consoles essentially), I just know a few things about the Geforce chip that the Xbox Origional used when I wrote some shaders for Fallout 3 to make that game run on a Geforce 3, a very similar chip to what was in the Origional Xbox.

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