Corporal.Hicks
Member
If using the term "powerful" like so many have, then yes, understanding what that actually means in hardware, rather than being impressed with a lot of flat texturing with scant fidelity fx and saying more powerful, doesn't cut it in such a discussion.
Carmack's email conversation with Nvidia engineer talking about shadow stencil volumes working on PS2, but then the Xbox version didn't have that brutally bandwidth demanding feature is pretty definitive.
Perhaps stencil volumes would offer even better fidelity than the shadow buffers in Splinter Cell 1, but they would be expensive to use for sure. Developers would think twice before using this technology. Xbox could render realistic looking shadow casters relatively cheap and that's why xbox games had shadows literally everywhere (even in racing games).
The PS2 had problems with even simple shadow casters, and you want me to believe that sony console could render FX effects even better than xbox. I admire your imagination, but you should know when to stop dreaming.
I also found DEFINITIVE confirmation that the PS2 was unable to reach the polycounts found on the wiki page in real games. Sony's extensive sampling with the Performance Analyzer found the maximum sustained on PS2 was 7.5 million polys a second, a far cry from 70Million, and average was half of that.
PS2 performance analyzer statistics (from Sony)
http://www.technology.scee.net/sceesite/files/presentations/PSP/HowFarHaveWeGot.pdf What a shame that there are still many developers that are not even using VU0. Fredi
forum.beyond3d.com
Here's a discussion about this on the beyond3d forum. The link for the Sony PDF is no longer active, but you can still find it here:
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