From: Timothee B. <tt...@id...> - 2002-03-11 20:48:14
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Q3A and RTCW don't take advantage of SMP on Linux yet. I have some patches that need to be applied and a bit of testing to do first. Things got delayed, but I'm still planning on releasing this. regards TTimo -- Linux technology contract - Id Software inc. On Mon, 11 Mar 2002 20:10:50 +0000 Andrew James Richardson <and...@uc...> wrote: > Hello there, > I have just finished parrallelisation of Mesa vertex transformation and > found that as the Vertex buffer is quite small (~100 verticies to the nearest > order of magnitude) twhen using SMP vertex transformation you get no > noticable performance gain because of the parrallelisation overhead. If the > vertex buffer was larger ~1000 parrallelisation would be advantagous. > Im now writing an interface layer that passes all ogl routine calls to > another thread, there by running OGL on one thread and the client on another. > This should improve performance on Q3A and other games like that. > > The other thing that got me thinking was this: I went the the ideal home > exhibition in London over the w/e and got sight of the new I-macs; they > aparently don't use vesa drivers for thier desktop, but use the 3D engine > instead. This got me thinking about the console DRI port that some-one has > already done. If you can get DRI to run from the console, would it be > possible to write and X driver using OGL/DRI (I know that this may defeat the > idea of DRI, but then again it may not....). Have people like Keith, Brian > and Daryll got any idea if it will run any faster/slower than vesa/svga > drivers and if any 3-D like special effects would be easy to encorperate into > the OGL X driver. > > Thanks for your time > > Andy > > _______________________________________________ > Dri-devel mailing list > Dri...@li... > https://lists.sourceforge.net/lists/listinfo/dri-devel > |