3DS uses Pica(R)300 Chip

#1TheChaospowerPosted 6/20/2010 9:19:17 PM
http://www.neogaf.com/forum/showthread.php?p=21992602&posted=1#post21992602

Now this seems to be mostly technical nonsense to me, but from what I read on NGG most people are saying this puts it between DC and GC in power, but it also has a lot of modern tricks to make games look nicer, which means a relatively low power consumption. It's also a slightly older model(apparently), making it cheaper.

Anyway if all that is true, I'm pretty happy.
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#2Wing0cPosted 6/20/2010 9:20:13 PM
Sounds good.
#3The_BonesPosted 6/20/2010 9:22:28 PM
I guess that sounds about right in terms of power and I'm also perfectly fine with it. DC and GC both had great graphical capabilities so I'm glad thats its able to do that much.
#4Tony_Biggie_PunPosted 6/20/2010 9:31:00 PM
The problem is that doing 3D takes up a LOT of power. If you have a 3D monitor and a pc with a 3D capable gpu then you know from first hand experience. It can cut performance in half, and sometimes more. Look at the ps3 with Killzone 3.

So if the 3DS is only this powerful off the bat, imagine how the games will look with the 3D effect. Just look at Kid Icarus, live 3D gameplay. It was okay, but not super amazing, it was on the level of a psp, and it doesn't come close to touching the psps best games.

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#5ChronoReversePosted 6/20/2010 10:31:06 PM
From the technical capabilities of the chip (which is the Pico200 not the Pica300), it's pretty powerful.

Don't be fooled by the polygon limit, the PSP may be able to push 30 million polygons per second but it obviously doesn't look as good as the Gamecube which pushed "only" 10 million polygons per second!

The fact the 3ds has modern GPU techniques to allow for things like subsurface light scattering, self-shadowing, bilinear texture filtering, full screen antialiasing, etc. will ensure it'll look better.

As for AA, so far, reports are that the 3D effect seems to cause a pseudo-AA effect. In 2D mode, a natural temporal AA effect is possible.
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#6Tony_Biggie_PunPosted 6/20/2010 10:34:01 PM

From: ChronoReverse | Posted: 6/21/2010 1:31:06 AM | #005
Don't be fooled by the polygon limit, the PSP may be able to push 30 million polygons per second but it obviously doesn't look as good as the Gamecube which pushed "only" 10 million polygons per second!


That's because the Gamecube didn't push just 10 million polygons per second.

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#7ChronoReversePosted 6/20/2010 10:35:56 PM
Look up the specifications. The rate is estimated at 6-12 million polygons per second.

Not that it actually matters since games tend to do more than just render triangles. Stuff like lighting, shading and shadowing costs GPU power too.
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#8Tony_Biggie_PunPosted 6/20/2010 10:39:30 PM

From: ChronoReverse | Posted: 6/21/2010 1:35:56 AM | #007
Look up the specifications. The rate is estimated at 6-12 million polygons per second.

Not that it actually matters since games tend to do more than just render triangles. Stuff like lighting, shading and shadowing costs GPU power too.


The rate is estimated at 6-12 million for the Gamecube when it is doing stuff like shading shadowing etc. The raw rate is much much higher though.

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#9ChronoReversePosted 6/20/2010 10:39:35 PM
[This message was deleted at the request of the original poster]
#10ChronoReversePosted 6/20/2010 10:42:07 PM
True enough. Nonetheless, games tend not to use up the max either way.

With a low resolution screen, you're not as limited by triangles anyway. There's no point in drawing a bajillion triangles smaller than a pixel.

Will still need to draw everything twice, but the Pica200 seems designed for a higher resolution than the 3DS's screen if the sample video is anything to go by.
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