Performance differences
I did some measurements to get a feeling how fast things are on playstation.
The scene contained 2014/1007 textured (mipmaped 64x64x8 to 8x8x8) gradated/goraud shaded Triangles/Quads, drawn with different resolutions (with 2^10 slots for Z-sorting).
values are times in hsync, which GPU (GsDrawOt) needs to draw, and GTE (GsSortObject...) needs to calculate.
what you can see:
conclusion:
640x256x16 | quads | triangles (*2) | |
gradated | goraud | gradated | |
GPU | 234 (1) | 240 | 224 |
GTE | 126 | 148 | 205 |
512x256x16 | quads | triangles (*2) | |
gradated | goraud | gradated | |
GPU | 227 (1) | 234 | 216 |
GTE | 126 | 148 | 205 |
320x256x16 | quads | triangles (*2) | |
gradated | goraud | gradated | |
GPU | 210 | 219 | 210(?) |
GTE | 127 | 149 | 210 |
(1) due to the nonplanar-quad method, Quads need 5 % more time to draw than Triangles,
otherwise it should be equal