(09-12-2011, 11:23 PM)rama Wrote: [ -> ]The Gamecube hardware was inferior to the PS2.
Not what I heard. The GPU and CPU were much more powerful on the gamecube. Why did Soul Caliber 2 look and have a smoother/better framerate than the PS2 version? Why do character movements in FFX shake like jittery caffeine addicts yet they moved smoothly in Resident Evil 4?
on).
If anything, the Gamcube was indeed capable of reaching near-Xbox levels in terms of graphics. Having a 1.5GB limit on games didn't help.
Gamecube GPU
162 MHz "Flipper" LSI (co-developed by Nintendo and ArtX, acquired by ATI)
180 nm NEC eDRAM-compatible process
8 GFLOPS
4 pixel pipelines with 1 texture unit each[14]
TEV "Texture EnVironment" engine (similar to Nvidia's GeForce-class "register combiners")
Fixed-function hardware transform and lighting (T&L), 20+ million polygons in-game[17]
648 megapixels/second (162 MHz × 4 pipelines), 648 megatexels/second (648 MP × 1 texture unit) (peak)
Peak triangle performance: 20,250,000 32-pixel triangles/s raw and with 1 texture and lit
337,500 triangles a frame at 60 FPS
675,000 triangles a frame at 30 FPS
8 texture layers per pass, texture compression, full scene anti-aliasing
8 simultaneous hardware light sources
Bilinear, trilinear, and anisotropic texture filtering
Multi-texturing, bump mapping, reflection mapping, 24-bit z-buffer
24-bit RGB/32-bit RGBA color depth
Hardware limitations sometimes require a 6r+6g+6b+6a mode (18-bit color), resulting in color banding.
PS2 GPU
Graphics processing unit: "Graphics Synthesizer" clocked at 147 MHz
Pixel pipelines: 16
Video output resolution: variable from 256x224 to 1280x1024 pixels
4 MB Embedded DRAM video memory bandwidth at 48 gigabytes per second (main system 32 MB can be dedicated into VRAM for off-screen materials)
Texture buffer bandwidth: 9.6 GB/s
Frame buffer bandwidth: 38.4 GB/s
DRAM Bus width: 2560-bit (composed of three independent buses: 1024-bit write, 1024-bit read, 512-bit read/write)
Pixel configuration: RGB: Alpha:Z Buffer (24:8, 15:1 for RGB, 16, 24, or 32-bit Z buffer)
Dedicated connection to: Main CPU and VU1
Overall pixel fillrate: 16x147 = 2.352 Gpixel/s (rounded to 2.4 Gpixel/s)
Pixel fillrate: with no texture, flat shaded 2.4 (75,000,000 32pixel raster triangles)
Pixel fillrate: with 1 full texture (Diffuse Map), Gouraud shaded 1.2 (37,750,000 32-bit pixel raster triangles)
Pixel fillrate: with 2 full textures (Diffuse map + specular or alpha or other), Gouraud shaded 0.6 (18,750,000 32-bit pixel raster triangles)
GS effects: AAx2 (poly sorting required),[47] Bilinear, Trilinear, Multi-pass, Palletizing (4-bit = 6:1 ratio, 8-bit = 3:1)
Multi-pass rendering ability
Four passes = 300 Mpixel/s (300 Mpixels/s divided by 32 pixels = 9,375,000 triangles/s lost every four passes
Just because the PS2 has a higher polygon/vertex count doesn't mean the number stays at 75,000,000 when all lighting and textures are applied to the gourad shaded polygons. In-game vertices are much lower after the GPU renders them into to the game; my understanding is that very few games reached 12,000,000 per second.
PS2 GPU < ATI's Gamecube GPU. Good day.