marconelly!: DOT3 bump mapping on PS2 (4 passes) vs DOT3 on DC (2 passes) would again see PS2 performing it much faster though, due to sheer difference ein fillrate. Four texturing passes on objects when emulating DOT3 isn’t often practical for PS2 games, yet the Dreamcast’s PowerVR CLX uses a…
https://forum.beyond3d.com/threads/how-was-ps2-thought-to-work.6105/page-2

