The exact dimensions of memory pages (these vary with framebuffer, texture and z-buffer formats) are detailed in the GS manual. RenderWare attempts to pack all the mip levels of a given texture into as few pages as possible. As a reference point, all the mip levels of a 64 by 64, 8-bit texture will fit into one memory page (so there would be no penalty for trilinearly filtering such a texture).
Textures may be shrunk by palettizing them (4-bit and 8-bit palettes being supported on PlayStation 2). Tesselation of geometry may in some circumstances cause it to be renderered more quickly, since the extra transformation and lighting cost incurred by the increased vertex-count may be outweighed by the improvement in fill-rate. Also, vector code may be able to use dual-pass alpha-blended rendering to approximate trilinear filtering. Again, this will submit more triangles to the GS but (depending on the exact details of the circumstances) may still end up rendering quicker because it will avoid per-pixel page breaks.
Converted from CHM to HTML with chm2web Pro 2.85 (unicode) |