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

Andreas Schrattenecker