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Godzilla save the earth ps2 texture hacks
Godzilla save the earth ps2 texture hacks









godzilla save the earth ps2 texture hacks

Real-world it was uncommon to see cases where XB didn't outperform the other two by at least 2:1 'overall'. The precise ones are paper-spec based, but generally reflect in real-use too.īandwidth figures are mostly irrelevant to compare directly because the above figures directly correspond to available bandwidth (all peak figures are achievable with existing memory setups in these consoles). Numbers with a 'range'(like CPU) are based off of observed 'real-world' stats more than on-paper specs.

#Godzilla save the earth ps2 texture hacks 720p#

* This really just to illustrate 'why' 720p patching is so easy on XB, it's a lot less to do with performance than available memory. Textured Fillrate / Untextured fillrate (mostly things like shadow rendering) Ok let's get this out of the way - none of these systems were comparable on any single-metric like 'power' - but it can be broken down in some 'reasonable' categories: Games like the Factor 5 Star Wars Games are almost a "best case" for the GC - the models don't deform or need skinning, there is very little animation of the models beyond simple world space transformation, and the environments are likely to make coarse CPU based culling reasonably easy (if, indeed, the CPU was used for that).Īnother developer would be Fafalada himself (this post was one of the things that after nearly 15years of on / off lurking helped finally encouraged me to sign up!): That's something that the GCs relatively weaker CPU would have to spend cycles on (even assuming you weren't culling on the CPU). Xbox also had the advantage of having true vertex shaders, meaning things like deformation and skinning could be run as shaders with minimal CPU input. It was certainly well beyond the "best case Factor 5 PR quotes" that keep re-surfacing. This was also the same guy who says his cancelled racing game for Xbox was able to push something like 25 million (lit, textured) pps in game. In terms of what's deliverable, ERP on Beyond3D (a well respected, veteran developer) talked about the GCs poor triangle culling performance and the need to write a CPU culling routine. Stuff like triangle setup, peak transform and fill rate are much higher on the Xbox. Evidence comes from both the specs and developers who've talked openly about their experiences with the system.











Godzilla save the earth ps2 texture hacks