Anonymous
9/8/2025, 2:43:48 PM
No.720122545
>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 (compressed to around 5–6 MB), while PS2 games up until 2003 peaked at 5.5 MB of texture data (average 1.5 MB).
Piss2sisters...
Anonymous
9/8/2025, 7:24:52 AM
No.720102560
>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 (compressed to around 5–6 MB), while PS2 games up until 2003 peaked at 5.5 MB of texture data (average 1.5 MB).
Anonymous
9/3/2025, 2:37:29 PM
No.719707270
Completely outclasses your 90s gaming PC!
>In terms of game engine performance, the CLX2 peaks at 5 million polygons/sec, compared to the GeForce 256 which peaks at 2.9 million polygons/sec. Dreamcast game engines rendered 50,000–160,000 polygons per scene (3–5 million polygons/sec), while PC game engines of 1999 rendered up to 10,000 polygons per scene (1–1.6 million polygons/sec). Character models in particular were significantly more detailed in Dreamcast games than in PC games during 1998–1999.
>The Dreamcast's PowerVR CLX2 GPU was the basis for the PowerVR PMX1, a PC GPU released with the Neon 250 graphics card in 1999. However, the Neon 250 lacks many of the tiled rendering features of the CLX2: the tile size is halved (halving the fillrate), it lacks the CLX2's internal Z-buffering and alpha test capability with hardware front-to-back translucency sorting (further reducing the fillrate and performance, as well as requiring the Neon 250 to render a Z-buffer externally), and the tiling is partially handled by software (the CLX2 handles the tiling entirely in hardware). The Neon 250 also lacks the CLX2's latency buffering and palettized texture support while VQ texture compression performance is halved, and it has bus contention due to having a single data bus (whereas the CLX2 has two data buses).
Anonymous
8/15/2025, 5:34:27 PM
No.718159541
the last truly sovlful console