@Phibrizzo, post #1
timed 2134 gametcs in 6350 realtics 11.76FPS
@Umpal, post #13
@pawelini, post #16
@_arti, post #19
@pawelini, post #20
Note that certain resolutions may overflow the cache, slowing the performance of the game. The following table was done by Peter McGavin. It shows for each standard resolution how many pixels can be rendered vertically in the cache and whether it's expected to be fast or not on a 603e or 604e. O means yes, x means no. Resolution Pix in cache Fast or not W H 603e 604e 603e 604e ------------------------------------- 320x 200 256 512 O O 320x 240 256 512 O O 352x 220 512 1024 O O 352x 264 512 1024 O O 384x 240 128 256 x O 384x 288 128 256 x x 416x 260 512 1024 O O 416x 312 512 1024 O O 448x 280 256 512 x O 448x 336 256 512 x O 480x 300 512 1024 O O 480x 360 512 1024 O O 512x 320 32 64 x x 512x 384 32 64 x x 544x 340 512 1024 O O 544x 408 512 1024 O O 576x 360 256 512 x O 576x 432 256 512 x O 608x 380 512 1024 O O 608x 456 512 1024 O O 640x 400 128 256 x x 640x 480 128 256 x x 672x 420 512 1024 O O 672x 504 512 1024 O O 704x 440 256 512 x O 704x 528 256 512 x x 736x 460 512 1024 O O 736x 552 512 1024 x O 768x 480 64 128 x x 768x 576 64 128 x x 800x 500 512 1024 O O 800x 600 512 1024 x O 832x 520 256 512 x x 832x 624 256 512 x x 864x 540 512 1024 x O 864x 648 512 1024 x O 896x 560 128 256 x x 896x 672 128 256 x x 928x 580 512 1024 x O 928x 696 512 1024 x O 960x 600 256 512 x x 960x 720 256 512 x x 992x 620 512 1024 x O 992x 744 512 1024 x O 1024x 640 16 32 x x 1024x 768 16 32 x x 1056x 660 512 1024 x O 1056x 792 512 1024 x O 1088x 680 256 512 x x 1088x 816 256 512 x x 1120x 700 512 1024 x O 1120x 840 512 1024 x O 1152x 720 128 256 x x 1152x 864 128 256 x x 1184x 740 512 1024 x O 1184x 888 512 1024 x O 1216x 760 256 512 x x 1216x 912 256 512 x x 1248x 780 512 1024 x O 1248x 936 512 1024 x O 1280x 800 64 128 x x 1280x 960 64 128 x x 1312x 820 512 1024 x O 1312x 984 512 1024 x O 1344x 840 256 512 x x 1344x1008 256 512 x x 1376x 860 512 1024 x O 1376x1032 512 1024 x x 1408x 880 128 256 x x 1408x1056 128 256 x x 1440x 900 512 1024 x O 1440x1080 512 1024 x x 1472x 920 256 512 x x 1472x1104 256 512 x x 1504x 940 512 1024 x O 1504x1128 512 1024 x x 1536x 960 32 64 x x 1536x1152 32 64 x x 1568x 980 512 1024 x O 1568x1176 512 1024 x x 1600x1000 256 512 x x 1600x1200 256 512 x x To avoid cache overflow, the -mmu option may be used to allocate the screen buffers with the memory mapped as non-cacheable by the ppc.library. E.G., ADoomPPC -width 640 -height 480 -mmu allocates the screen buffers for a 640x480 display and makes it non-cacheable.
@pawelini, post #22
ADoomPPC.readmeporuszono w nim sporo kwestii wydajnościowych jak np. to:
Picasso96 ========= ADoomPPC should work with the Picasso96 API as long as you don't specify -directcgx. In fact, -directcgx slows down ADoomPPC, so don't use it unless you like running slower. :^} Note from Jarmo Laakkonen: At least on my setup (603e-240MHz+BVision) directcgx is faster. ChunkyPPC is even faster than -directcgx when setting lockingmode to 0.
@pawelini, post #20
Natomiast wnioski jakie już same mi się nasunęły to[...]
warp060/66 vs scppc060/50 na korzyść leciwej csppc
@Lokaty, post #21