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ps2 GPU versus Geforce2/3 GPU

4.4K views 20 replies 12 participants last post by  spaz  
#1 ·
could someone please tell me either ps2 or GeForce2/3 GPU more powerful?

How many triangles a ps2 gpu can process within 1 sec? As i know a normal GeForce2 gpu can process 15 - 25 millions of triangles.

Btw, is GeForce2 using hardware to support FSAA? or using software ?

Finally, I MUST say THANX!!!!! to pete and al the others programmers who make the psxemu better and better!!! :)

And also all the game players who are always reply/provide solutions to others who has problems! :)

THANX!!!!!@!
 
#2 ·
i got it

well, i finally got ti know the answer.

So far, not even a GeForce3 can beat ps2's gpu.

Ps2's gpu can process 75 million polygons/sec.max !!!!!!!

And here is the link for the ps2 specification :

http://www.absolute-playstation.com/ps2_hardware/system_playstation2_tech.htm


And for the fsaa, some say it is supported by software, but according to NVidia, it's supported by hardware.
 
#3 ·
Re: i got it

Originally posted by Nightmare
well, i finally got ti know the answer.

So far, not even a GeForce3 can beat ps2's gpu.

Ps2's gpu can process 75 million polygons/sec.max !!!!!!!

And here is the link for the ps2 specification :

http://www.absolute-playstation.com/ps2_hardware/system_playstation2_tech.htm


And for the fsaa, some say it is supported by software, but according to NVidia, it's supported by hardware.
yea ps2 gpu is good,but 75 million polygons/sec.max is not true.it just abou 64 million polygons/sec.max,I think geforce 3 is better
 
#4 ·
If the PS2 doesn't use 4 or 8-bit palette based textures anymore, then when it comes time for someone to write a GPU for an emulator (if that ever happens), the GF2/3 will be very good performance wise.
 
#5 · (Edited)
I just checked the specification of GeForce3 ( Asus one ), according to the spec, GeForce3 can process 35 millions of polygons/sec.

hi nickK, thx for conributing to this great emu scene!

offtopic : anyone here is a soul reaver 2 fan? i could not sleep well while i heard it will be released on November!!!! Imagine about how nice the graphocs can me make me go insane !
 
#13 ·
yea ! lets hope so ! :D


According to an article, soul reaver 2 will be released on November,so, for now, im going to replay soul reaver 1 ,if not, i may die or go crazy while i am waiting for the next version...
 
#17 ·
About the PS2 being able to do 75 million polgons is so not true. I think that was without textures or shawdowing or any other special effects which is completly usesless unless you wanna play a game made out of wireframes. Most developers think the PS2 is gonna max out around 10 million polygons, Which isn't bad at all. Just remember what Sony has on paper doesn't mean it's true.
 
#20 ·
Well seeing as a number of them will be dvds you will have to have a dvd burning drive if you want access to all the games, but anyhow you should be buying the games. As for a ps2 emu, you'd very likely have to wait a good long while before it could play games much less be viable performance-wise.
 
#21 ·
Originally posted by fivefeet8
You guys need to check this thread...

http://boards.psxemu.com/showthread.php?threadid=1353&highlight=million

Lewpy gives some great insight into the architechture of the ps2 and GF3..
True, although there are a few things you have to remember when reading this.

The first is that his argument about AGPx4's limit holding back the GeForce3, while being true if you stream everything through AGP from the CPU's main memory into the card, is true, most developers are going to avoid this situation by making sure as much of their textures and vertices are contained on the videocard as possible; this avoids taking the insane performance hit of running through AGP, allowing you to only have to worry about the on-card performance barriers. Seriously, when you can compress your textures, and given the size of the average mesh's vertices, you can easily fit most of a game's textures, index buffers and vertex buffers in the 64MB that's on the card.

(I should point out that some meshes do need to be deformed for animations and the like. While the old way was to transform them on the CPU and then stream them to the video card, this can now be done on the GeForce3 thanks to its highly-flexible vertex shader.)

The second issue I have with Lewpy's explanation is that he doesn't seem to give the memory streaming capabilities of the PS2 much merit. From what I understand of the memory architecture, there's no need to keep all of the textures in the 4MB that's embedded in the GS; you could easily stream in and replace your video textures from main memory. (The texture swap could be costly, but then again, the GeForce3 has to do the same thing too, doesn't it?) Main memory on a PS2 is 32MB; I'm sure there's more than enough room in there for a few textures.

If these assumptions hold true, then the PS2 doesn't really need to keep all it's textures in memory anyways. The system's got fast enough memory bandwidth that you could also just generate them in a coprocessor, instead of yanking them directly from main memory. And if you can do that, then its also possible to decompress textures from main memory into video memory. (If you really need the extra textures and are willing to give up some computing time on a vector unit.)

Of course, the GeForce3 has a pixel shader, which can be used to generate textures too.. although I suspect that you probably can't really write a decent decompression algorithm as a pixel shader, given the branching limitations (ie; you can't branch at all) of pixel shaders.