By using this site, you agree to our Privacy Policy and our Terms of Use. Close

I knew Kwaad would to his usual siding stepping and issue dodging. He is a troll after all. Guess this is going to be a long post. Kwaad won't acknowledge his mistake as usual but I'll make him look foolish anyway. Nintendo 64 CPU: MIPS 64-bit RISC CPU (customized R4000 series) CLOCK SPEED: 93.75 MHz CO-PROCESSOR: 64-bit RISC processor running at 62.5 MHz RCP SP (Sound and Graphics Processor) and DP ( Pixel Drawing Processor) GRAPHICS PROCESSING FUNCTION: Z-Buffering, Anti-aliasing, eliminates jagged lines and edges, mostly in low res. Realistic texture-mapping. Alpha Channel effectsFog, Transparency, etc. Ray-Tracing/sophisticated form of light tracing ability. Gouraud shading, (Featuring: Tri-Linear filtered mip-map interpolation, Perspective correction, Environment mapping) MEMORY: Rambus D-RAM 36 Mbits TRANSFER SPEED: Maximum transfer speed 4,500 M bits/sec. running at 500Mhz. RESOLUTION: 256 X 224 - 640 X 480 dots with flicker free interlace mode support COLOR: Maximum: 16.8 million colors, 32-Bit RGBA Pixel Color Frames Buffer Support & 21-Bit color video output out of a 16.8 million color palette it can display 32,000 on screen colors at once VIDEO OUTPUT: RF, RGB, and HDTV compatible AUDIO: Stereo 16-bit/64 PCM channels sampled at 44.1 kHz BENCHMARK PERFORMANCE: Main CPU clocked at 125 MIPS (millions of instructions per second) Graphics Co-Processor clocked at 100+ MFLOPS (millions of floating point operations per second)100,000 polygons per second, with all hardware graphic features turned on. CONTROLLER: Input for four controllers Analog/Digital Total of nine buttons DIMENSIONS: 10.23" wide x 7.48" deep x 2.87" high WEIGHT: 2.42 pounds Dreamcast Processor: Hitachi SH-4 running at 200 Mhz. 360 MIPS Memory: 16MB main RAM Display : 8MB video RAM. 3 million polygons/second peak rendering rate . Perspective-Correct Texture Mapping. Point, Bilinear, Trilinear and Anisotropic Mip-map filtering. Gouraud shading. z-buffer. Colored light sourcing. Full scene anti-aliasing. Hardware-based Fog Bump mapping. 16.77 million colors. Hardware-based texture compression Shadow and Light volumes. Super sampling Sound: 2MB sound RAM. 32bit RISC CPU. DSP for real-time effects. 64 sound channels. Full 3D sound support. Hardware-based audio compression. Ports: 4 controller ports. Built-in 56kbps modem Built-in high-speed expansion ports Gamecube Central Processing Unit 485 MHz IBM "Gekko" PowerPC CPU. * PowerPC 750CXe based core.[10] * 180 nm IBM copper-wire process. 43-mm² die. 4.9 W dissipation.[10] * Roughly 50 new vector instructions.[10] * 32-bit ALU. 64-bit FPU, usable as 2x32-bit SIMD[10] o 1.9Gflops on fpu(10Gflops means the whole unit in operations such as geometry engine, T&L, TEV and other, this number is not all on the cpu) * 64-bit enhanced PowerPC 60x front side bus to GPU/chipset. 162 MHz clock. 1.3 GB/s peak bandwidth.[10] * 64 KB L1 cache (32 KB I/32 KB D). 8-way associative. 256 KB on-die L2 cache. 2-way associative.[10] * 1125 DMIPS (dhrystone 2.1) [edit] System Memory 43 MB total non-unified RAM * 24 MB MoSys 1T-SRAM (codenamed "Splash") main system RAM. 324 MHz, 64-bit bus. 2.7 GB/s bandwidth.[10] * 3 MB embedded 1T-SRAM within "Flipper".[11] o Split into 1 MB texture buffer and 2 MB frame buffer.[11] o 10.4 GB/s texture bandwidth (peak). 7.6 GB/s framebuffer bandwidth (peak). ~6.2 ns latency.[10] * 16 MB DRAM used as buffer for DVD drive and audio. 81 MHz, 8-bit bus. 81 MB/s bandwidth.[10] [edit] Graphics Processing Unit and System Chipset 162 MHz "Flipper" LSI. 180 nm NEC EDRAM-compatible process. Co-developed by Nintendo and ArtX. * 4 pixel pipelines with 1 texture unit each[10] * TEV "Texture EnVironment" engine (similar to "pixel shader") [12][13] * Fixed-function hardware transform and lighting (T&L). 12+ million polygons/s in-game.[13] * 648 megapixels/second (162 MHz x 4 pipelines), 648 megatexels/second (648 MP x 1 texture units) (peak) o Peak triangle performance: 20,250,000 32pixel triangles/sec raw and with textures and lit * 8 texture layers per pass, texture compression, full scene anti-aliasing[13] * Bilinear, trilinear, and anisotropic texture filtering * Multi-texturing, bump mapping, reflection mapping, 24-bit z-buffer * 24-bit RGB / RGBA color depth. o Hardware limitations sometimes require a 6r+6g+6b+6a mode (18-bit color), resulting in color banding. * 640×480 interlaced or progressive scan * Integrated audio processor: Custom 81 MHz Macronix DSP o Instruction Memory: 8 KB RAM, 8 KB ROM o Data Memory: 8 KB RAM, 4 KB ROM o 64 channels 16-bit 48 KHz ADPCM[13] o Dolby Pro Logic II, AC3 signal through "digital out" with D-Terminal cable Playstation 2 Emotion Engine * MIPS IV-Subset * 300 MHz (294.912 MHz) * 128-bit Integer SIMD * 128-bit Floating-Point SIMD * 24KB Cache (16KB Instruction + 8KB Data) * 16KB Scratch Pad RAM * Co-Processor 1: FPU o Floating Point Multiply Accumulator (FMAC) x 1 o Floating Point Divider (FDIV) x 1 o 8KB Cache (4KB Instruction + 4KB Data) * Co-Processor 2: VU0 o Floating Point Multiply Accumulator (FMAC) x 4 o Floating Point Divider (FDIV) x 1 o 8KB Cache (4KB Instruction + 4KB Data) * Vector Processing Unit: VU1 o Floating Point Multiply Accumulator (FMAC) x 5 o Floating Point Divider (FDIV) x 2 o 32KB Cache (16KB Instruction + 16KB Data) * 450 Dhrystone MIPS * 6.2 GFLOPS * Geometry: o 66 Million Polygons per Second (peak) o 38 Million Polygons per Second (lighting) o 36 Million Polygons per Second (fog) o 16 Million Polygons per Second (curved surface generation) * Image Processing Unit (IPU): MPEG2 Compressed Image Decoder o 150 Million Pixels per Second * DMA: 10 channels Graphics Synthesizer (GS) * 150 MHz (147.456 MHz) * 16 Pixel Pipelines * 2.4 Gigapixels per Second (no texture) * 1.2 Gigatexels per Second * Point, Bilinear, Trilinear, Anisotropic Mip-Map Filtering * Perspective-Correct Texture Mapping * Bump Mapping * Environment Mapping * 32-bit Color (RGBA) * 32-bit Z Buffer * 4MB Multiported Embedded DRAM * 38.4 Gigabytes per Second eDRAM Bandwidth (19.2 GB/s in each direction) * 9.6 Gigabytes per Second eDRAM Texture Bandwidth * 150 Million Particles per Second * Polygon Drawing Rate: o 75 Million Polygons per Second (small polygon) o 50 Million Polygons per Second (48-pixel quad with Z and Alpha) o 30 Million Polygons per Second (50-pixel triangle with Z and Alpha) o 25 Million Polygons per Second (48-pixel quad with Z, Alpha, and Texture) * 18.75 Million Sprites per Second (8 x 8 pixel sprites) Emotion Engine to Graphics Synthesizer Bus * 64 Bits Wide * 150 MHz * 1.2 Gigabytes per Second Bandwidth Main Memory * 32 Megabytes RAMBUS DRAM * 32 Bits Wide (Dual Channel 16-bit) * 400 MHz (800 MHz Effective) * 800 Megabits per Second per Pin * 3.2 Gigabytes per Second Bandwidth I/O Processor * Based on PSone CPU * 33.8688 MHz or 36.864 MHz (selectable) * 2MB Memory * USB, IEEE-1394, Sound, DVD-ROM, and PCMCIA Controller Sound Chip * 48 Voices * 2MB Memory * Supports Dolby, AC3, and DTS output Storage * 4x DVD-ROM * DVD-5 Disc Format (4.7 Gigabytes) * Memory Cards Now if you are still reading Kwaad, you will notice that anti aliasing is not a hardware feature on PS2. So its not "free," Anti-aliasing has to be software coded which is why PS2 games have always has issues with jaggies. As for you claim that Final Fantasy 12 looks BEAUTIFUL on your HDTV. Whatever credibility you had left just vanished with that statement. FF12 looks terrible on an HD set, besides not having a true 16:9 picture, there are back bars even on the 16:9 mode. The sharper image an HDTV set provides makes what is a beautiful game on my brother's SDTV set, look dated on my HD set. DQVIII has the same problem.



Around the Network

Baka - That you for your intelligent responses. Some of that info you list is hard to come by. So thanks for posting it. I agree on every point. You basically summed up in a technical level. Every high point on the Wii. (I never thought of how much power the pointer takes to be drawn, as it's software. That makes me think of computer games with software mouse. OUCH) I just wanted to give you a formal, and proper. Thank you for the intelligent post. :)



PSN ID: Kwaad


I fly this flag in victory!

Kwaad said: One. Find that picture somewhere else on the net. Or another picture of that character. That character was designed from the ground up by me. (drawn by a pro tho).
Thats what I surmised ROFL BY A PRO ROFL And based on what you've said in previous post, your TV is either a 95d or 96d ROFL. Both sets have a mediocre scaler, and consequently SD doesn't look amazing on that set ROFL. ROFL



Leo-j said: If a dvd for a pc game holds what? Crysis at 3000p or something, why in the world cant a blu-ray disc do the same?

ssj12 said: Player specific decoders are nothing more than specialized GPUs. Gran Turismo is the trust driving simulator of them all. 

"Why do they call it the xbox 360? Because when you see it, you'll turn 360 degrees and walk away" 

"In a recent interview with Daily Radar, James Hague of Volition claimed that they had licked the whole aliasing problem, as they were able to get Full Scene Anti-aliasing running on Summoner, the company's upcoming PS2 RPG, with a negligible hit on the game's performance. This was seen as a titanic revelation because based on previous reports, people were claiming that while anti-aliasing could be done on PS2 that it could only be done with a serious hit to the game's performance. However, according to Mr. Hague, there's not a drop in framerate when the aliasing is being used. Today, we talked to Hague about this revelation and asked him some questions as to exactly what was done to get anti-aliasing working on PS2 and why hasn't any of the Japanese developers used it in any of their games. With regard to the questions, Hague first explained that early on in the game's development, they didn't even think about the whole aliasing issue. It wasn't until they got the game running in high-resolution that they even began to think about it. Around that time, Sony came up with a document that explained how various forms of anti-aliasing could be implemented on the PS2 developers' forum. Now that it seems apparent that the entire anti-aliasing issue has been put to rest, it brings up a very big question: If it's so easy, then why hasn't it been used by the Japanese developers, such as Namco? Well, according to Hague, it has to do with the way things were noted in the PlayStation 2 documentation. The only method of anti-aliasing listed in the documentation is Edge anti-aliasing, which is defined above. However, the problem with this form of anti-aliasing, is that since it smoothes the edges of the polygons as they're drawn and the polygons have to be drawn from back to front, it is a tremendous load on the processor. Hague believes that because of the extra load on the processor, most developers decided to bypass the use of Edge anti-aliasing in their games. However, there were actually other methods of anti-aliasing explained in the documents; they just weren't labeled as anti-aliasing. The only reason that Volition was able to figure this out was because it was mentioned in the document posted by Sony in the PS2 developers' forums. According to the document, developers could use the display hardware to perform the anti-aliasing. It just wasn't explained fully in the hardware documentation as it simply said that there's a display hardware and it let's you do some stuff. " http://ps2.ign.com/articles/081/081661p1.html It turns out there was a hardware solution for anti-aliasing. Maybe not listed in the specs but neither was the PS3's hardware scaler which everyone assumed didn't exist.



Games make me happy! PSN ID: Staticneuron Gamertag: Staticneuron Wii Code: Static Wii - 3055 0871 5802 1723

So what does YOUR avatar look like? do YOU own the copyright to it? can you get SUED for it? oh wait. you dont HAVE one. Also, she usually charges 10$ for that style picture. She owed me big. And I wanted a avatar. Once agian. Wheres your avatar. Mr. 'no room to talk' Also. Does it? could you send me a link to where my 95d has a crappy scaler... I just spent the last 30 minutes... (dead serious) trying to find what sucks on it. I couldnt find really... any complaints other than it's the best damn 40inch 1080p screen out there. *shrug* Link please. sieanr I dont think I've seen a single constructive post from you. lol I'm listing you as the first 'Ogre' Because trolls are smarter than Ogres... and trolls are sexier too... ;D



PSN ID: Kwaad


I fly this flag in victory!

Around the Network

staticneuron said: "In a recent interview with Daily Radar, James Hague of Volition claimed that they had licked the whole aliasing problem, as they were able to get Full Scene Anti-aliasing running on Summoner, the company's upcoming PS2 RPG, with a negligible hit on the game's performance. This was seen as a titanic revelation because based on previous reports, people were claiming that while anti-aliasing could be done on PS2 that it could only be done with a serious hit to the game's performance. However, according to Mr. Hague, there's not a drop in framerate when the aliasing is being used. Today, we talked to Hague about this revelation and asked him some questions as to exactly what was done to get anti-aliasing working on PS2 and why hasn't any of the Japanese developers used it in any of their games. With regard to the questions, Hague first explained that early on in the game's development, they didn't even think about the whole aliasing issue. It wasn't until they got the game running in high-resolution that they even began to think about it. Around that time, Sony came up with a document that explained how various forms of anti-aliasing could be implemented on the PS2 developers' forum. Now that it seems apparent that the entire anti-aliasing issue has been put to rest, it brings up a very big question: If it's so easy, then why hasn't it been used by the Japanese developers, such as Namco? Well, according to Hague, it has to do with the way things were noted in the PlayStation 2 documentation. The only method of anti-aliasing listed in the documentation is Edge anti-aliasing, which is defined above. However, the problem with this form of anti-aliasing, is that since it smoothes the edges of the polygons as they're drawn and the polygons have to be drawn from back to front, it is a tremendous load on the processor. Hague believes that because of the extra load on the processor, most developers decided to bypass the use of Edge anti-aliasing in their games. However, there were actually other methods of anti-aliasing explained in the documents; they just weren't labeled as anti-aliasing. The only reason that Volition was able to figure this out was because it was mentioned in the document posted by Sony in the PS2 developers' forums. According to the document, developers could use the display hardware to perform the anti-aliasing. It just wasn't explained fully in the hardware documentation as it simply said that there's a display hardware and it let's you do some stuff. " http://ps2.ign.com/articles/081/081661p1.html It turns out there was a hardware solution for anti-aliasing. Maybe not listed in the specs but neither was the PS3's hardware scaler which everyone assumed didn't exist.
EDIT: seriously. Thanks for the nice post. OMGZOR... YOU TROLL!!! THE PS2 SUCKS HOW CAN IT DO THAT?! IT SAYS ON THE HARDWARE SPECS IT CANT!!! OMGZOR! Sorry... I couldnt resist. There have been some... *cough* replies lately... I could say the PS1 has better graphics than the PS3 and be more legit than what some of these guys are saying. ROFL. And then... there have been some really good replies.



PSN ID: Kwaad


I fly this flag in victory!

kinda looks like what would happen if Yoda and Hayden Christenson could somehow have a child...



LEFT4DEAD411.COM
Bet with disolitude: Left4Dead will have a higher Metacritic rating than Project Origin, 3 months after the second game's release.  (hasn't been 3 months but it looks like I won :-p )

ROFL. "She" charges money for that. ROFL. No avatar is better than an ugly avatar. Also. People get sued for avatars? Enlighten me. Please. And the 95d doesn't have a crappy scaler. Just average. Nothing special like a Faroudja. Which would go a long way to solve jaggies. And 95d isn't the best 1080p LCD. I'm surprised you didn't buy a Sony XBR. ROFL All non Sony products suck. Fact. ROFL Edit: My avatar is better because she has blue eyes that match the background. Fact.



Leo-j said: If a dvd for a pc game holds what? Crysis at 3000p or something, why in the world cant a blu-ray disc do the same?

ssj12 said: Player specific decoders are nothing more than specialized GPUs. Gran Turismo is the trust driving simulator of them all. 

"Why do they call it the xbox 360? Because when you see it, you'll turn 360 degrees and walk away" 

Yeah, how does one go about suing someone over their avatar? EDIT: ...ROFL. My eyes don't match anything, and it's CRazy!! hahahha.



LEFT4DEAD411.COM
Bet with disolitude: Left4Dead will have a higher Metacritic rating than Project Origin, 3 months after the second game's release.  (hasn't been 3 months but it looks like I won :-p )

Kwaad said: Baka - That you for your intelligent responses. Some of that info you list is hard to come by. So thanks for posting it. I agree on every point. You basically summed up in a technical level. Every high point on the Wii. (I never thought of how much power the pointer takes to be drawn, as it's software. That makes me think of computer games with software mouse. OUCH) I just wanted to give you a formal, and proper. Thank you for the intelligent post. :)
Well, note that I was off by a rather large factor on the framebuffer. The fb at 24bpp is actually 921,600 bytes, or slightly under a megabyte. (8 bits being one byte, 24/8 = 3 bytes.) It's always a good idea to read one's post before submitting I suppose. It's also fairly common to have hardware pointers, but more complex pointers (such as the rotating pointer on the Wii) tend to be done in software at least at some level. OTOH, the Wii's high points are not so much in the technical department in my opinion. That is, the specifications were not why I purchased one. More interesting for me was the wireless motion-sensitive controller packed in the box, which is basically a 3D mouse with an additional motion sensing unit for another hand. The fact that most games for the system will be built with this in mind really impressed me; new interfaces are quite a risk for a gaming company. As the default controller, game developers will need to pay more attention to how they design a game's play mechanics. That can only be good IMO. The lower price just sealed the deal. Now that being said, I may purchase a PS3 in the future. It'll need to come down in price a bit though first, and the PS3 will have to be in a better position vs. the Xbox 360.