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fatslob-:O said:
curl-6 said:

I'm pretty sure audio isn't the only game data that doesn't need high speed memory access though.

And the bumpmapping in Rogue was of sufficient quality to add a great deal of detail and (for the time) realism to its visuals:

I don't think the water in the second picture has bump mapping, it appears to be just waves baked in to the texture after having inspecting closer to it. Texture's can also achieve the same effect as bump mapping too because after all both techniques are meant to simulate geometry. "Sufficient" is a bit much when the effect was absent or extremely sparse for a lot of surfaces  ...

The quality of the bump mapping effect is pretty iffy. When it works though the surfaces do look better but it's selectively applied to much closer areas of the camera and sometimes the low resolution normal maps can cause pixelation artifacts too so in some cases the bump mapping in Rogue Squadron can ruin the artwork ... 

The water isn't a baked texture; I have the game and you can fly right down to see the EMBM shading used to simulate undulation.

Gamecube is a 6th gen console, of course to our modern eyes it looks low resolution and pixelated. But PS2 was even more so.