[citation][nom]anacandor[/nom]@reprotectedDo you really think anyone is willing to pay over $1000 for a console?[/citation]
As I mentioned on the PREVIOUS rumor-spreading article here on Tom's, there was just the console in history to prove this point: the Neo Geo. Adjusted for inflation, it had an MSRP of $1,070US. In 1990, it presented 2D graphics vastly exceeding the SNES or Genesis, allowing for hundreds of giant, on-screen sprites with approximately 16 times as many colors on-screen at once. It also supported massive cartridge sizes of over a gigabit.
Of course, given its high price tag (and the high price tag of such massive carts) the thing never took off. It wasn't even "ahead of its time," since it was limited to 2D graphics. It was just a vastly more expensive console, and people decided the extra power wasn't worth the cost.
[citation][nom]Th-z[/nom]something PC doesn't have the luxury.[/citation]
Actually, it's pretty much available to anyone who bothers to do a clean boot. And in the graphics department, there's no magical "overhead" the PC gets slowing it down: both the Xbox 360 and PC use the EXACT same abstraction layers, and close to the exact same DirectX specifications. It's why, say, an Xbox 360 gets 30fps on Mass Effect 2 at 1280x720 on medium-ish settings without AF, while on the PC, a 4870 can get >90fps at 1920x1200, with maximum details, DX 10, AFx8, etc.
[citation][nom]dalauder[/nom]Hey hey! What's with the Dreamcast bashing? It was more potent than the Gamecube. And it destroyed the PS2 in textures enough to make up for geometry deficiencies. The only think the Dreamcast lacked in was the one most important thing--quality games. Outside of the superb 2K sports games and a couple of other solid SEGA games, Dreamcast had very few great games--especially outside of the Japanese market.You're right about selling consoles for a loss being a bad idea (unless you're Microsoft and your concern isn't whether or not you take a loss).[/citation]
Naw, hardware-wise, the Dreamcast was exemplary of some of Sega's problems that drove them out of the industry: they tried an arcade-type architecture, but scaled it down to make it affordable. I'm sure a serious fan like you would remember that, adjusted for inflation, the Dreamcast was possible the cheapest console ever at release?
Overall, this approach, the opposite of what SNK took with their ill-fated Neo Geo, showed its flaws: the Dreamcast WAS the weakest: it had the least RAM, (26MB total, compared to 40+ on all the competitors) the weakest processor (the SuperH-4 didn't have more than a single 4-wide vector processor and only ran at a pitiful 200MHz) the least RAM bandwidth, and a GPU that was clocked far slower, and more resembled the N64's Reality Co-Processor in that it had but a single pixel pipeline with two TMUs, versus the four pipelines on its competitors. (the N64 ALSO had a single pipeline with two TMUs... And ran at almost 2/3 the clock rate)
[citation][nom]jasonpwns[/nom]You're ignorant. The Gamecube was more powerful than the PS2. Better hardware and a faster processor lead to this.[/citation]
No, I'm not ignorant, I just happen to be someone without love for any particular console, and a level of hardware understanding rare outside the likes of Intel, AMD, or nVidia. Resident Evil 4 was an anomaly here: most recognize that Capcom spent a lot of time to ensure that the GC version was optimized as much as possible.
Also, I'm convinced that the PS2's CPU was more potent: it had a lower clock rate, but unlike the Game Cube's, it had far better floating-point capabilities, thanks to the fact that it had a pair of 4-wide vector units PLUS a conventional single-issue floating-point unit... The Game Cube, on the other hand, had a single unit that could do either a single 64-bit FP operation or two 32-bit ones. That meant that in 32-bit single precision (the kind used for performance measures) the PS2 could handle 4.5 times as many per clock cycle: 18 vs. 4. (FP ops are counted in double since the most common instruction, "multiply-add" handles two operations per clock cycle. It's universal for all processors)