RE: [GD-Consoles] render cost
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From: Tom F. <to...@mu...> - 2002-07-19 10:04:07
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GCN and Xbox are similar enough to the PC architecture that you can use a common language (especially the Xbox, for obvious reasons). PS2 - completely alien beast. The slow bit abut the PS2 is managing how your data flows through the system - it's almost never the actual cost of the rendering, unless you're doing some really complex things per-vertex. So the cost of "a texture change" isn't something you can easily define :-) Tom Forsyth - purely hypothetical Muckyfoot bloke. This email is the product of your deranged imagination, and does not in any way imply existence of the author. > -----Original Message----- > From: R & D (GameBrains) [mailto:res...@ga...] > Sent: 19 July 2002 06:34 > To: gam...@li... > Subject: [GD-Consoles] render cost > > > Howdy, > I was wondering if anybody could help me estimate the various > tradeoffs in rendering on PS2, GCN and Xbox. For example, > state changes are considered "bad", but how bad are they? At > some point a skin becomes so large that memory page breaks > combined with dma transfer time yield multiple smaller > textures a more appropriate solution, and how does number of > polys factor into this? Does anybody have any rules of > thumbs for the various consoles regarding this type of > performance benchmarking? Finally, is there a "language" for > this type of benchmarking? Is it common to use Big-O > notation? For anybody who is not sure of the cost as a ratio > or algorithm, just hard numbers would be helpful too (e.g. > our last game had 32 4,000 poly characters on screen @ 60hz > each with a different 512x512 8 bit skin, etc.) > Cheers, > Brett Bibby > GameBrains |