Quote from: Anthony Flack on Today at 22:39Any kind of screen buffering on the GX is also complicated by the hardware sprites, which will have to have their data buffered as well, or else they'll get ahead of everything. But a sprite game on the GX should rightly be aiming to hit 50fps anyway.Depends what you're doing, if you were aiming for something 3D like Castle Master you might not have many sprites (or just use it for things like a cursor that just needs positioning). And that's where triple buffering is most likely to be useful. It'd be fascinating to see what a Mode 0 GX Freescape would be like, especially given how much cart space you could dedicate to massive look up tables to speed up the maths...
Quote from: sigh on Today at 18:35Sorry - I think I may have muddled up everything by not explaining well. I meant that you can fit more sprites in mode 1.
For instance - if I were to draw a sprite that is 16*16, I would be able to fit more on the mode 1 sheet.
Quote from: McArti0 on Today at 14:18Fast gameplay 50fps with huge explosions . You need to copy 10kB to screen.Oh, interesting, I hadn't considered that explicitly. Essentially, if most frames take well less than 20ms but some take more than that, having a triple buffer allows to "borrow" time from a short frame into a long latter one.
Quote from: andycadley on Today at 18:27Sorry - I think I may have muddled up everything by not explaining well. I meant that you can fit more sprites in mode 1.Quote from: sigh on Today at 17:08160*200*16 = ~16KQuote from: andycadley on Today at 16:29Then I have been completely wrong all this time!Quote from: sigh on Today at 15:36Was thinking that with the mode 1 graphics, you would have more graphics space for sprites?It doesn't really work like that, Mode 1 has twice the horizontal resolution and half the colours, so the end result is graphics take the same amount of memory to fill the same physical space
You could save memory by reducing the colour depth of stored graphics and converting them on the fly but that loses speed (and it doesn't really matter what the target Mode is at that point).
I thought a mode 0 sprite sheet that is 160x200 was 8kb and a mode 1 sprite sheet that is 320x200 was also 8kb?
320*200*4 = ~16K
You have to drop in colour depth or resolution to actually save memory.
Quote from: sigh on Today at 17:08160*200*16 = ~16KQuote from: andycadley on Today at 16:29Then I have been completely wrong all this time!Quote from: sigh on Today at 15:36Was thinking that with the mode 1 graphics, you would have more graphics space for sprites?It doesn't really work like that, Mode 1 has twice the horizontal resolution and half the colours, so the end result is graphics take the same amount of memory to fill the same physical space
You could save memory by reducing the colour depth of stored graphics and converting them on the fly but that loses speed (and it doesn't really matter what the target Mode is at that point).
I thought a mode 0 sprite sheet that is 160x200 was 8kb and a mode 1 sprite sheet that is 320x200 was also 8kb?
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