The "General Games Chat" forum, which includes Retro Game Reviews, has been archived and is now read-only. You cannot post here or create a new thread or review on this forum.
Bonus says:
Oh you terrible biased Sony you
Turbonutter says:
You ninty hating war machine you!
Turbonutter says:
Artificial intelligence. Empty your vat of knowledge into mine.
Turbonutter says:
Come on!
Bonus says:
AI, what about it
Turbonutter says:
Tell me everything you know.
Bonus says:
Emm, like what?
Bonus says:
Ability of the computer to make decisions?
Turbonutter says:
Yeah.
Turbonutter says:
Specifically related to PS2 and GameCuboid.
Bonus says:
I haven't started my degree yet btw, I dunno who gave you that idea.
Turbonutter says:
Oh, well, you are about to.
Bonus says:
Yeah 17th September
Turbonutter says:
Oh.
Bonus says:
AI is all software controlled
Bonus says:
There is no hardware AI accelerator the way you would get with 3D graphics
Turbonutter says:
Yeah, but is limited by the power of the machine.
Bonus says:
Depends on how you define power, if you want to go into any depth, you will be getting into processor pipelines and Floating Point operations.
Bonus says:
And how they are seperated out by the programmer within the processor.
Turbonutter says:
Yes.
Bonus says:
So to accurately discuss AI you need to define how the processor operates.
Turbonutter says:
Damn.
Bonus says:
And I for one don't know how the Gamecube processor operates
Bonus says:
Plenty of PS2 info I could help you with, but not for the Gamecube.
Turbonutter says:
OK, never mind then.
Bonus says:
The Xbox and PS2 you could compare, but not the Gamecube.
Bonus says:
Unless you find a tech article on the Gekko.
Turbonutter says:
No, tried that.
Turbonutter says:
OK, Xbox vs PS2 then. That way we won't have any fights.
Bonus says:
Bonus finds the Gekko make up!!!!!!!!
Turbonutter says:
Good, good.
Bonus says:
Bonus finds more unerving info on the GC!!!
Bonus says:
Only a 2Mb frame buffer!!!
Turbonutter says:
That's crap, right?
Bonus says:
And only a 1 Mb texture buffer.
Bonus says:
Not really
Bonus says:
The PS2 has 4Mb Vram
Turbonutter says:
Yeah, I know that.
Bonus says:
And is split anyway developers like
Bonus says:
Most at the moment split it 50/50
Turbonutter says:
Yeah, knew that too.
Bonus says:
2Mb frame buffer and 2 Mb texture buffer
Bonus says:
But the Gamecube is set
Turbonutter says:
Yeah.
Bonus says:
2Mb Frame buffer and 1Mb texture buffer
Turbonutter says:
Right.
Turbonutter says:
To make it easy, I should think.
Bonus says:
But the Gamecube has texture compression
Turbonutter says:
Yeah, I know that,
Turbonutter says:
Software compression doesn't take that much power though?
Bonus says:
But do you know how much the Gamecube compreses textures??
Turbonutter says:
No.
Bonus says:
If it is less than 100% then the Ps2 has better texture memory than the GC
Bonus says:
So all this about the PS2 having poor texture abilities are crap
Turbonutter says:
Yeah, basic maths, I can do that.
Bonus says:
Well not crap, but it is still better than the GC.
Turbonutter says:
Yes, of course, TELL ME!
Bonus says:
Right but theree is more
Turbonutter says:
Urgh,,,
Bonus says:
The Gamecube only has 10.4 gigabyte texture bandwidth because of the small amount
Turbonutter says:
Yup.
Bonus says:
The PS2s 4Mb VRAM has 42Gb bandwidth
Bonus says:
So if you split that in two, then you will end up with about 20Gb
Turbonutter says:
Yes, I know it's stupidly large and has a direct route to the processor and VU units.
Turbonutter says:
21gb
Bonus says:
Exactly
Turbonutter says:
So....... how much is the GC?
Bonus says:
GC colour depth 24 bit
Turbonutter says:
Yup
Bonus says:
PS2 colour depth 32bit
Bonus says:
That's where the problem comes with having a small frame buffer
Turbonutter says:
Yeah, I get it.
Bonus says:
The Gamecube has a problem though
Turbonutter says:
The Gamecube's GPU can use S3TC's compressed textures which provides for a 6:1 ratio in compression for 24-bit textures. For 16-bit textures the ratio is 4:1, and for 8-bit textures the ratio is 2:1.
Bonus says:
The 'flipper'chip does all of the graphics calculations
Turbonutter says:
Yeah. What does "flipper" mean anyway?
Bonus says:
So that 2Mb buffer has to be used for input from the processor as well as output to the screen,
Turbonutter says:
Yup.
Turbonutter says:
http://www.segatech.com /gamecube/
Bonus says:
The PS2 GS doesn't do the geometry calculations
Turbonutter says:
The VU units do
Bonus says:
The emotion engine does
Turbonutter says:
With the VU units
Turbonutter says:
BRB, hang on
Bonus says:
Yeah
Bonus says:
k
Turbonutter says:
Back
Bonus says:
Very bad news for Ninty
Turbonutter says:
Go on.
Bonus says:
Here again the GameCube uses 1T-SRAM, this time as 24 Mbytes of external memory. Operating at a 405-MHz clock speed, the memory moves data at 3.2 Gbytes/s, with a sustained latency of 10 ns. But unlike the Playstation 2 or the forthcoming XBox, GameCube's memory subsystem does not rely on a Rambus or Double-Data Rate (DDR) interface to boost the bandwidth. Instead, Mosys developed a proprietary ac
Bonus says:
active termination I/O that resides near the pads and eliminates the need for placing a bank of resistors on the board, saving area and cost.
Bonus says:
The graphics controller also acts as the I/O hub, with interfaces to dedicated external DRAM for audio, flash cards, serial controllers and the Gekko CPU. Based on 0.18-micron process technology, the graphics and I/O device is being produced by NEC Corp.
Turbonutter says:
Lot of cheapskating going on there,
Bonus says:
Definately
Bonus says:
So basically, what you see at launch, is as good as the Gamecube will ever be.
Turbonutter says:
I already knew that, and I've been saying that for yonks. Whereas the PS2 is a fine wine. The ollder it gets, the better.
Turbonutter says:
This is great ammo.
Bonus says:
I think Sony meant it though
Bonus says:
Start off crap
Bonus says:
Get bad publicity
Bonus says:
And make as much money as possible out of the die hard fans
Turbonutter says:
Yeah
Bonus says:
And by the time the other 2 get their act together
Turbonutter says:
Then blow everyone away.
Bonus says:
We'll be just as good
Turbonutter says:
Clever little ghets!
Bonus says:
A year later, they wont be able to touch us
Turbonutter says:
Yup
Bonus says:
Game Over
Turbonutter says:
LOL
Bonus says:
This is getting posted in chat again.
Turbonutter says:
Wahey!
Bonus: Oh you terrible biased Sony b*gger you
Turbonutter: You ninty hating war machine you!
Turbonutter: Artificial intelligence. Empty your vat of knowledge into mine.
Turbonutter: Come on!
Bonus: AI, what about it
Turbonutter: Tell me everything you know.
Bonus: Emm, like what?
Bonus: Ability of the computer to make decisions?
Turbonutter: Yeah.
Turbonutter: Specifically related to PS2 and GameCuboid.
Bonus: I haven't started my degree yet btw, I dunno who gave you that idea.
Turbonutter: Oh, well, you are about to.
Bonus: Yeah 17th September
Turbonutter: Oh.
Bonus: AI is all software controlled
Bonus: There is no hardware AI accelerator the way you would get with 3D graphics
Turbonutter: Yeah, but is limited by the power of the machine.
Bonus: And how they are seperated out by the programmer within the processor.
Turbonutter: Yes.
Bonus: So to accurately discuss AI you need to define how the processor operates.
Turbonutter: Damn.
Bonus: And I for one don't know how the Gamecube processor operates
Bonus: Plenty of PS2 info I could help you with, but not for the Gamecube.
Turbonutter: OK, never mind then.
Bonus: The Xbox and PS2 you could compare, but not the Gamecube.
Bonus: Unless you find a tech article on the Gekko.
Turbonutter: No, tried that.
Turbonutter: OK, Xbox vs PS2 then. That way we won't have any fights.
Bonus: Bonus finds the Gekko make up!!!!!!!!
Turbonutter: Good, good.
Bonus: Bonus finds more unerving info on the GC!!!
Bonus: Only a 2Mb frame buffer!!!
Turbonutter: That's crap, right?
Bonus: And only a 1 Mb texture buffer.
Bonus: Not really
Bonus: The PS2 has 4Mb Vram
Turbonutter: Yeah, I know that.
Bonus: And is split anyway developers like
Bonus: Most at the moment split it 50/50
Turbonutter: Yeah, knew that too.
Bonus: 2Mb frame buffer and 2 Mb texture buffer
Bonus: But the Gamecube is set
Turbonutter: Yeah.
Bonus: 2Mb Frame buffer and 1Mb texture buffer
Turbonutter: Right.
Turbonutter: To make it easy, I should think.
Bonus: But the Gamecube has texture compression
Turbonutter: Yeah, I know that,
Turbonutter: Software compression doesn't take that much power though?
Bonus: But do you know how much the Gamecube compreses textures??
Turbonutter: No.
Bonus: If it is less than 100% then the Ps2 has better texture memory than the GC
Bonus: So all this about the PS2 having poor texture abilities are crap
Turbonutter: Yeah, basic maths, I can do that.
Bonus: Well not crap, but it is still better than the GC.
Turbonutter: Yes, of course, TELL ME!
Bonus: Right but theree is more
Turbonutter: Urgh,,,
Bonus: The Gamecube only has 10.4 gigabyte texture bandwidth because of the small amount
Turbonutter: Yup.
Bonus: The PS2s 4Mb VRAM has 42Gb bandwidth
Bonus: So if you split that in two, then you will end up with about 20Gb
Turbonutter: Yes, I know it's stupidly large and has a direct route to the processor and VU units.
Turbonutter: 21gb
Bonus: Exactly
Turbonutter: So....... how much is the GC?
Bonus: GC colour depth 24 bit
Turbonutter: Yup
Bonus: PS2 colour depth 32bit
Bonus: That's where the problem comes with having a small frame buffer
Turbonutter: Yeah, I get it.
Bonus: The Gamecube has a problem though
Turbonutter: The Gamecube's GPU can use S3TC's compressed textures which provides for a 6:1 ratio in compression for 24-bit textures. For 16-bit textures the ratio is 4:1, and for 8-bit textures the ratio is 2:1.
Bonus: The 'flipper'chip does all of the graphics calculations
Turbonutter: Yeah. What does "flipper" mean anyway?
Bonus: So that 2Mb buffer has to be used for input from the processor as well as output to the screen,
Turbonutter: Yup.
Turbonutter: http://www.segatech.com /gamecube/
Bonus: The PS2 GS doesn't do the geometry calculations
Turbonutter: The VU units do
Bonus: The emotion engine does
Turbonutter: With the VU units
Turbonutter: BRB, hang on
Bonus: Yeah
Bonus: k
Turbonutter: Back
Bonus: Very bad news for Ninty
Turbonutter: Go on.
Bonus: Here again the GameCube uses 1T-SRAM, this time as 24 Mbytes of external memory. Operating at a 405-MHz clock speed, the memory moves data at 3.2 Gbytes/s, with a sustained latency of 10 ns. But unlike the Playstation 2 or the forthcoming XBox, GameCube's memory subsystem does not rely on a Rambus or Double-Data Rate (DDR) interface to boost the bandwidth. Instead, Mosys developed a proprietary ac
Bonus: active termination I/O that resides near the pads and eliminates the need for placing a bank of resistors on the board, saving area and cost.
Bonus: The graphics controller also acts as the I/O hub, with interfaces to dedicated external DRAM for audio, flash cards, serial controllers and the Gekko CPU. Based on 0.18-micron process technology, the graphics and I/O device is being produced by NEC Corp.
Turbonutter: Lot of cheapskating going on there,
Bonus: Definately
Bonus: So basically, what you see at launch, is as good as the Gamecube will ever be.
Turbonutter: I already knew that, and I've been saying that for yonks. Whereas the PS2 is a fine wine. The ollder it gets, the better.
Turbonutter: This is great ammo.
Bonus: I think Sony meant it though
Bonus: Start off crap
Bonus: Get bad publicity
Bonus: And make as much money as possible out of the die hard fans
Turbonutter: Yeah
Bonus: And by the time the other 2 get their act together
Turbonutter: Then blow everyone away.
Bonus: We'll be just as good
Turbonutter: Clever little ghets!
Bonus: A year later, they wont be able to touch us
Turbonutter: Yup
Bonus: Game Over
Turbonutter: LOL
Bonus: This is getting posted in chat again.
Turbonutter: Wahey!
Bonus: Its huge!!!!!!!!
Turbonutter: 'twas.
Bonus says:
Oh you terrible biased Sony you
Turbonutter says:
You ninty hating war machine you!
Turbonutter says:
Artificial intelligence. Empty your vat of knowledge into mine.
Turbonutter says:
Come on!
Bonus says:
AI, what about it
Turbonutter says:
Tell me everything you know.
Bonus says:
Emm, like what?
Bonus says:
Ability of the computer to make decisions?
Turbonutter says:
Yeah.
Turbonutter says:
Specifically related to PS2 and GameCuboid.
Bonus says:
I haven't started my degree yet btw, I dunno who gave you that idea.
Turbonutter says:
Oh, well, you are about to.
Bonus says:
Yeah 17th September
Turbonutter says:
Oh.
Bonus says:
AI is all software controlled
Bonus says:
There is no hardware AI accelerator the way you would get with 3D graphics
Turbonutter says:
Yeah, but is limited by the power of the machine.
Bonus says:
Depends on how you define power, if you want to go into any depth, you will be getting into processor pipelines and Floating Point operations.
Bonus says:
And how they are seperated out by the programmer within the processor.
Turbonutter says:
Yes.
Bonus says:
So to accurately discuss AI you need to define how the processor operates.
Turbonutter says:
Damn.
Bonus says:
And I for one don't know how the Gamecube processor operates
Bonus says:
Plenty of PS2 info I could help you with, but not for the Gamecube.
Turbonutter says:
OK, never mind then.
Bonus says:
The Xbox and PS2 you could compare, but not the Gamecube.
Bonus says:
Unless you find a tech article on the Gekko.
Turbonutter says:
No, tried that.
Turbonutter says:
OK, Xbox vs PS2 then. That way we won't have any fights.
Bonus says:
Bonus finds the Gekko make up!!!!!!!!
Turbonutter says:
Good, good.
Bonus says:
Bonus finds more unerving info on the GC!!!
Bonus says:
Only a 2Mb frame buffer!!!
Turbonutter says:
That's crap, right?
Bonus says:
And only a 1 Mb texture buffer.
Bonus says:
Not really
Bonus says:
The PS2 has 4Mb Vram
Turbonutter says:
Yeah, I know that.
Bonus says:
And is split anyway developers like
Bonus says:
Most at the moment split it 50/50
Turbonutter says:
Yeah, knew that too.
Bonus says:
2Mb frame buffer and 2 Mb texture buffer
Bonus says:
But the Gamecube is set
Turbonutter says:
Yeah.
Bonus says:
2Mb Frame buffer and 1Mb texture buffer
Turbonutter says:
Right.
Turbonutter says:
To make it easy, I should think.
Bonus says:
But the Gamecube has texture compression
Turbonutter says:
Yeah, I know that,
Turbonutter says:
Software compression doesn't take that much power though?
Bonus says:
But do you know how much the Gamecube compreses textures??
Turbonutter says:
No.
Bonus says:
If it is less than 100% then the Ps2 has better texture memory than the GC
Bonus says:
So all this about the PS2 having poor texture abilities are crap
Turbonutter says:
Yeah, basic maths, I can do that.
Bonus says:
Well not crap, but it is still better than the GC.
Turbonutter says:
Yes, of course, TELL ME!
Bonus says:
Right but theree is more
Turbonutter says:
Urgh,,,
Bonus says:
The Gamecube only has 10.4 gigabyte texture bandwidth because of the small amount
Turbonutter says:
Yup.
Bonus says:
The PS2s 4Mb VRAM has 42Gb bandwidth
Bonus says:
So if you split that in two, then you will end up with about 20Gb
Turbonutter says:
Yes, I know it's stupidly large and has a direct route to the processor and VU units.
Turbonutter says:
21gb
Bonus says:
Exactly
Turbonutter says:
So....... how much is the GC?
Bonus says:
GC colour depth 24 bit
Turbonutter says:
Yup
Bonus says:
PS2 colour depth 32bit
Bonus says:
That's where the problem comes with having a small frame buffer
Turbonutter says:
Yeah, I get it.
Bonus says:
The Gamecube has a problem though
Turbonutter says:
The Gamecube's GPU can use S3TC's compressed textures which provides for a 6:1 ratio in compression for 24-bit textures. For 16-bit textures the ratio is 4:1, and for 8-bit textures the ratio is 2:1.
Bonus says:
The 'flipper'chip does all of the graphics calculations
Turbonutter says:
Yeah. What does "flipper" mean anyway?
Bonus says:
So that 2Mb buffer has to be used for input from the processor as well as output to the screen,
Turbonutter says:
Yup.
Turbonutter says:
http://www.segatech.com /gamecube/
Bonus says:
The PS2 GS doesn't do the geometry calculations
Turbonutter says:
The VU units do
Bonus says:
The emotion engine does
Turbonutter says:
With the VU units
Turbonutter says:
BRB, hang on
Bonus says:
Yeah
Bonus says:
k
Turbonutter says:
Back
Bonus says:
Very bad news for Ninty
Turbonutter says:
Go on.
Bonus says:
Here again the GameCube uses 1T-SRAM, this time as 24 Mbytes of external memory. Operating at a 405-MHz clock speed, the memory moves data at 3.2 Gbytes/s, with a sustained latency of 10 ns. But unlike the Playstation 2 or the forthcoming XBox, GameCube's memory subsystem does not rely on a Rambus or Double-Data Rate (DDR) interface to boost the bandwidth. Instead, Mosys developed a proprietary ac
Bonus says:
active termination I/O that resides near the pads and eliminates the need for placing a bank of resistors on the board, saving area and cost.
Bonus says:
The graphics controller also acts as the I/O hub, with interfaces to dedicated external DRAM for audio, flash cards, serial controllers and the Gekko CPU. Based on 0.18-micron process technology, the graphics and I/O device is being produced by NEC Corp.
Turbonutter says:
Lot of cheapskating going on there,
Bonus says:
Definately
Bonus says:
So basically, what you see at launch, is as good as the Gamecube will ever be.
Turbonutter says:
I already knew that, and I've been saying that for yonks. Whereas the PS2 is a fine wine. The ollder it gets, the better.
Turbonutter says:
This is great ammo.
Bonus says:
I think Sony meant it though
Bonus says:
Start off crap
Bonus says:
Get bad publicity
Bonus says:
And make as much money as possible out of the die hard fans
Turbonutter says:
Yeah
Bonus says:
And by the time the other 2 get their act together
Turbonutter says:
Then blow everyone away.
Bonus says:
We'll be just as good
Turbonutter says:
Clever little ghets!
Bonus says:
A year later, they wont be able to touch us
Turbonutter says:
Yup
Bonus says:
Game Over
Turbonutter says:
LOL
Bonus says:
This is getting posted in chat again.
Turbonutter says:
Wahey!