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发表于 2021-7-27 14:07 · 北京
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显示全部楼层
https://www.ign.com/articles/199 ... f-the-playstation-2
https://segaretro.org/Sega_Dreamcast/Hardware_comparison
https://www.sega-16.com/forum/sh ... -Dreamcast-Graphics
说当时PS2虚假宣传可能是过了,但确实有一定程度的误导。
PlayStation 2
Compared to the rival PlayStation 2, the Dreamcast is more effective at textures, anti-aliasing, and image quality, while the PS2 is more effective at polygon geometry, physics, particles, and lighting. The PS2 has a more powerful CPU geometry engine, higher translucent fillrate, and more main RAM (32 MB, compared to Dreamcast's 16 MB), while the DC has more VRAM (8 MB, compared to PS2's 4 MB), higher opaque fillrate, and more GPU hardware features, with CLX2 capabilities like tiled rendering, super-sample anti-aliasing, Dot3 normal mapping, order-independent transparency, and texture compression, which the PS2's GPU lacks.
With larger VRAM and tiled rendering, the DC can render a larger framebuffer at higher native resolution (with an on-chip Z-buffer), and with texture compression, it can compress around 20–60 MB of texture data in its VRAM. Because the PS2 has only 4 MB VRAM, it relies on the main RAM to store textures. While the PS2's CPU–GPU transmission bus for transferring polygons and textures is 50% faster than the Dreamcast's CPU–GPU transmission bus, the DC has textures loaded directly to VRAM (freeing up the CPU–GPU transmission bus for polygons) and texture compression gives it higher effective texture bandwidth.
Dreamcast games were effectively using 20–30 MB of texture data[1] (compressed to around 5–6 MB),[10] while PS2 games up until 2003 peaked at 5.5 MB of texture data (average 1.5 MB). PS2 games up until 2003 rendered up to 7.5 million polygons/sec (145,000 polygons per scene), with most rendering 2–5 million polygons/sec (average 52,000 polygons per scene);[11] in comparison, Dreamcast game engines rendered up to 5 million polygons/sec (160,000 polygons per scene),[4] with most games rendering 2–4 million polygons/sec (average 50,000 polygons per scene).
The Dreamcast is more user-friendly for developers, making it easier to develop for, while the PS2 is more diffi** to develop for; this is the reverse of the 32-bit era, when the PlayStation was more user-friendly, and the Saturn more diffi**, for developers. |
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