I forgot to mention before that, whole Siplheed is not, Stellar Fire is full polygonal 3D on the CD, though not texture mapped.
No, I'm going by the assumption that it only has logic to work on 1 pixel at a time, like the scaling/rotation feature of the Jaguar's blitter (which can work on up to 32-bit words, but always works on single pixels per read/write -so that 32-bits is only for 32bpp- though the blitter does block copy, fill, and other things at up to 64-bits at a time, the affine renderer can only work on single pixels -which is also why one of the fast texture mapping routes is to render textured primitives into the GPU scratcpad and then 64-bit block copy the result to the framebuffer -also making use of fast page mode accesses all the while and 37 ns reads/writes in the scratchpad)
If added buffering logic was added for a multi-pixel write buffer, the jaguar (or CD blitter) would be much faster, likewise, if the CD blitter was at least more like the jag and able to do 8 or 16-bit pixels, it would have been much more useful with the 32x too (or dithered 16 color MD stuff too). Making it more like a general purpose blitter (block copy, fill, etc) would have made it far more flexible in general.
But adding such a phrase buffer would mean more silicon, and possibly something that just couldn't fit into the PGAs being used. (or not in the time span they wanted)
Lots of potential reasons for leaving that out . . . for the jaguar it was obviously cost/complexity for a feature felt to be relatively low priority in 1990/91. (when the Jaguar's core logic documentation was set down and initial chip design began)
And again, I don't think the 3DO or Saturn VDP1 featured phrase buffers either. (3DO would mean buffering 2 16-bit pixels for a 32-bit write to the framebuffer or 2 8-bit pixels for the Saturn)


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