Delirious17
Still Fresh
- Joined
- Aug 8, 2009
- Messages
- 13
Anything worthwhile filling us in about the Pandora console? I love any type of news posted...
Tensuke said:Wondering, though, about how it runs at 600MHz...
That was before they added the neon optimization though. It shouldn't have made much (or any) difference, but it could still swing it back a few frames.Dead1nside said:I believe the devs said that clock speed isn't really the bottle neck, they've run it at 500Mhz too with no real difference. It's in the developer thread on the pandorapress news article.
GizmoTheGreen said:so given that mweston gets some injected cases tomorrow (or at the latest wednesday?) when is a safe estimate, youll begin shipping by late november atleast?
shit were so close now, i only preordered some months ago too.
im like f5'ing the forums every other minute.
Exactly. The 250 MHz bump may have been just what it needed to hit fullspeed, or maybe it makes no real difference.WizardStan said:That was before they added the neon optimization though. It shouldn't have made much (or any) difference, but it could still swing it back a few frames.
In the newest build the framerate scales almost linearly with CPU speed. This is a very good thing, it means the SGX and RAM are not the bottleneck... so there's more scope for ARM/NEON optimization. From memory most the sm64 ingame stuff is about 15-17 fps @500mhz, if you enable frameskip so every 2nd frame is skipped then it looks very playable.I believe the devs said that clock speed isn't really the bottle neck, they've run it at 500Mhz too with no real difference. It's in the developer thread on the pandorapress news article.
Yea it seemed pretty stable. I was at standard voltages aswell (OPP2).And this proves that there's no oc+NEON bug, which is quite nice...
Don't take my word for it, but I'm pretty sure that Mario 64 runs on rather light resources.El Jefe said:anyone know how intensive mario 64 is? as compared to... zelda OoT, MM, or SSB?