@elvis:
Yeah, I understand this stuff, do have all the games you mention etc.
What I don't understand is the part about the defaults in the SDK.
Video controller init is roughly like this:
1) set video signal (NTSC, PAL, progressive) and scanning mode;
2) set resolution (I believe the highest res. is even higher, 1920x1080 for 1080I, the lowest is indeed 256x224 for NTSC output);
But I don't think there is a default filter of any kind applied to the whole screen, basically any filtering is done on primitive basis.
In other words, everything is very explicit, and I don't believe that the whole thing is something simply overlooked by the devs, unless of course they are using some higher-level code, developed by someone else, that hides these details.
As for the PS2's rendering... I was under the impression the PS2 had 4MB vram which it used as a framebuffer? "Sprite layer" primative rendering doesn't work so well for 3D games, after all.
Yeah, framebuffer is there, that's for sure - this is there primitives are rendered to.
Rendering process is something like: compile a list of primitives (dots, lines, pols, or sprites) with appropriate params, set it to the gfx controller, that renders it to the framebuffer.