Exophase
Nothing good will ever come of Exophase.
I wonder why some games would be so much more GPU demanding than others. Is there a lot of alpha blending or testing in Banjo Kazooie? Is it because it's using more complex combiner modes than the other games? If an identity pixel shader is used does the speed improve?
I think that, barring alpha, you should be paying for zero or one texel lookups per pixel (shouldn't be a bottleneck) and color blending handled in the pixel shader. For a given resolution the costs should be fairly constrained regardless of input. Other fill-related bottlenecks are unlikely; you should be able to handle 8x overdraw before the depth comparator rate falls beneath the texel rate.
If it is complex color combining and/or alpha then these are things that should take more fill on a real N64 too, and hopefully the 640x480 games will be lighter on this.
I think 320x240 -> 640x480 is going to be the mode of choice, but I've been pushing for correct aspect ratio options all along.
Failing a 400x240 mode in the LCD, you should be able to use the OMAP3530's display module scalers. There are two of them, and the current driver on the Pandora kernel supports access to them. notaz can tell you more about how to set them up, but I know that he helped zodttd get them working. The setup I've been hoping for is that a scaler is used whenever you try to set the LCD into a resolution different from 800x480. The other scaler would be used for the same thing but for TV out.
The scalers will use more memory bandwidh, so if a lower resolution mode in the LCD really does exist then it'll be preferable for when you really want full 400x240.
I think that, barring alpha, you should be paying for zero or one texel lookups per pixel (shouldn't be a bottleneck) and color blending handled in the pixel shader. For a given resolution the costs should be fairly constrained regardless of input. Other fill-related bottlenecks are unlikely; you should be able to handle 8x overdraw before the depth comparator rate falls beneath the texel rate.
If it is complex color combining and/or alpha then these are things that should take more fill on a real N64 too, and hopefully the 640x480 games will be lighter on this.
I think 320x240 -> 640x480 is going to be the mode of choice, but I've been pushing for correct aspect ratio options all along.
Failing a 400x240 mode in the LCD, you should be able to use the OMAP3530's display module scalers. There are two of them, and the current driver on the Pandora kernel supports access to them. notaz can tell you more about how to set them up, but I know that he helped zodttd get them working. The setup I've been hoping for is that a scaler is used whenever you try to set the LCD into a resolution different from 800x480. The other scaler would be used for the same thing but for TV out.
The scalers will use more memory bandwidh, so if a lower resolution mode in the LCD really does exist then it'll be preferable for when you really want full 400x240.