| fatslob-:O said: Well I certainly never thought that the GC had a definitive advantage over PS2 since there's quite a few aspects where it lacked compared to the latter and it couldn't run games such as Burnout 3, State of Emergency and Gran Turismo 4 ... Actually, looking back there were quite a few examples where PS2 came out on top in real world games/cases especially when they were heavy in game logic, physics and alpha effects. PS2 had the most advanced vertex shaders (via VU0 & VU1) at the time compared to all of it's competitors (including Xbox which released a year later too) and had robust geometry performance too. When most developers ported from PS2 to GC they often found that their code ran slower in comparison from porting from PS2 to Xbox where significant portions of their code ran faster on the latter ... GPU clipping performance was really bad on GC too and it had fixed function T&L units. ATi Flipper had DX7 hardware feature set ... Targeted efforts really matter especially with divergent hardware designs and differing bottlenecks ... (arguably the biggest reason why AMD falls behind Nvidia on PC when they already don't have the best shader compiler engineers in the world so they need to change the toolset landscape and shader model 6.x really helps with that) |
Well. We could spend all day nitpicking aspects of an architecture and seeing where it comes up short against another.
But ultimately the games do speak for themselves... And in general... Xbox > Gamecube > Playstation 2 > Dreamcast.
The Xbox for instance really started to shine when it leverage Pixel Shader effects like the water in Morrowind and the materials in Halo 2 and so on... Something the Playstation 2 couldn't do, but the Gamecube with some effort could in theory.
The TEV unit in the Gamecube really did prove itself to be fairly capable in the end, regardless of it's eccentricities.

www.youtube.com/@Pemalite








