1: A large single 120x 24 GsSprite, which is mostly blank (transparent)
2: Or 2 smaller 24x24 GsSprites
I know in openGL, #2 is faster, but I know LibGS has render call overheads.
Anyone know?
Q: what's faster in VRAM Same tpage?
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gwald Verified
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Q: what's faster in VRAM Same tpage?
Last edited by gwald on May 22nd, 2017, 7:35 pm, edited 1 time in total.
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Well if you have one large image, the PSX doesn't have to reference so many positions in the framebuffer, so in theory, that would be the quickest. Usually less instructions means the system will execute quicker. Don't think you'll know for sure though unless you compare with a DTL-H2700.
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PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
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try to bench it.
display 100 sprites with method 1 then using method 2, and measure it using the value returned by Vsync.
GsSortSprite_WithMethod1();
cpu_time = VSync(1);
DrawSync(0);
gpu_time = VSync(0);
GsSwapDispBuff();
...
display 100 sprites with method 1 then using method 2, and measure it using the value returned by Vsync.
GsSortSprite_WithMethod1();
cpu_time = VSync(1);
DrawSync(0);
gpu_time = VSync(0);
GsSwapDispBuff();
...
Retro game development on Playstation and other consoles http://orionsoft.free.fr/
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