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GoldenEye vs Perfect Dark game engines
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Lazlo52
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Joined: 18 Nov 2017
Posts: 331
Location: N.J.

 PostPosted: Fri Jan 06, 2023 11:06 am    Post subject: Reply with quote Back to top

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.
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Trevor
007
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Joined: 15 Jan 2010
Posts: 926
Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest

 PostPosted: Fri Jan 13, 2023 11:45 am    Post subject: Reply with quote Back to top

"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
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Joined: 15 Dec 2010
Posts: 659
Location: Valencia, Spain

 PostPosted: Fri Jan 13, 2023 4:47 pm    Post subject: Reply with quote Back to top

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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