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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Lazlo52 Secret Agent


Joined: 18 Nov 2017 Posts: 336 Location: N.J.  |
Posted: Fri Jan 06, 2023 11:06 am Post subject: |
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From the info I absorbed from Ryan the Decompiler, I remember there was talk about how PD keeps loaded rooms in memory until other rooms push them out. So even if you're looking at a dead end, the other rooms that took you there are still present. I think that was mostly to save time on decompression, but it might have an impact on running performance, too. I'm not privy on the exact details. _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Fri Jan 13, 2023 11:45 am Post subject: |
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"Type of (opaque) texture doesn't affect performace. I only tried with the same texture for all triangles so this might be pretty inacurate. However, I noticed the same performances in my test maps with different polycounts. Basically, it doesn't matter if it's a greyscale/color 4 or 8 bit texture, if it uses mipmaps or not, I would say even the size of it. They all affect performance the same way. It doesn't make much sense to me and would need better testing."
Makes sense to me, all textures are 32bit rgb according to the RDP.
Formats only change storage and load sizes, once loaded into TMEM, they are all the same.
However, refer to TMEM doc RE limitations with formats.
GE does NOT share TMEM with any other texture, its a Stack of 1 and only 1.
if a triangle wants to use a tree, a tree is loaded into TMEM, if another triangle wants to use a wheel, a wheel is loaded into TMEM, if another triangle wants to use the tree again, the tree is loaded again.
This happenes for all textures even if 2 could easily co-exist.
TMEM only has 7 tiles, so co-existing textures would only be alocated 3 tiles each (or be not mip-mapped in which case you could have 7 co-exiting textures but they would be tiny blurs)
Trev _________________
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Fri Jan 13, 2023 4:47 pm Post subject: |
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Trevor wrote: | "GE does NOT share TMEM with any other texture, its a Stack of 1 and only 1.
if a triangle wants to use a tree, a tree is loaded into TMEM, if another triangle wants to use a wheel, a wheel is loaded into TMEM, if another triangle wants to use the tree again, the tree is loaded again.
This happenes for all textures even if 2 could easily co-exist.Trev |
Interesting. It is the same in PD?
Is there a way to not reload the same texture again if it's needed in different parts of the screen in the same frame? |
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