Entroper said:
This is a little off. The Xbox GPU could process 4 textures in one pass, but not in one clock cycle. It had 4 pipelines, and each pipeline could process two stages in a single cycle, with up to 4 stages in one pass. Additional stages would require an additional pass, meaning the polygons need to be T&L'd again. The Gamecube's TEV had 4 pipelines capable of processing one layer per pass, but up to 8 stages in a single pass. The Wii extends this to 8 pipelines and 16 stages in a single pass. |
Thanks for clarifying that. I was told how it worked by someone who had the hardware spec document. But that was before the Gamecube even launched, so I didn't remember everything correctly. My memory isn't as good as it used to be.








