Magic Sam
Forever Homebrew
Hi all
As you may have already noticed, I've been working on an Odamex port these past few weeks:
* Release thread:
https://pyra-handheld.com/boards/threads/beta-odamex-0-7.76607/
* Package on the Repo:
http://repo.openpandora.org/?page=detail&app=odamex-magicsam
One of Odamex most interesting feature is its 32 bits renderer. On the one hand, it's really looking good on the Pandora ! But on the other hand, it's slightly slower than the default renderer (8 bits ? )... Nothing terrible here mind you, the game remains completely playable, but one can definitely feel that the Pandora is struggling a bit more, especially when picking up items for example, or when wearing the biohazard suit.
If I'm not mistaken, the authors have already optimized their renderer for the PPC architecture with Altivec instructions, and for the x86 architecture with MMX / SSE2 instructions. Please have a look at the rdrawt*.cpp files on SVN for more details:
So my question is: how hard would it be to optimize that renderer for ARM with NEON instructions ? It is just a matter of replacing the Altivec / MMX / SSE2 instructions with their corresponding NEON counterparts ? Or is it much more difficult than that ?
Cheers and thanks,
Magic Sam
As you may have already noticed, I've been working on an Odamex port these past few weeks:
* Release thread:
https://pyra-handheld.com/boards/threads/beta-odamex-0-7.76607/
* Package on the Repo:
http://repo.openpandora.org/?page=detail&app=odamex-magicsam
One of Odamex most interesting feature is its 32 bits renderer. On the one hand, it's really looking good on the Pandora ! But on the other hand, it's slightly slower than the default renderer (8 bits ? )... Nothing terrible here mind you, the game remains completely playable, but one can definitely feel that the Pandora is struggling a bit more, especially when picking up items for example, or when wearing the biohazard suit.
If I'm not mistaken, the authors have already optimized their renderer for the PPC architecture with Altivec instructions, and for the x86 architecture with MMX / SSE2 instructions. Please have a look at the rdrawt*.cpp files on SVN for more details:
So my question is: how hard would it be to optimize that renderer for ARM with NEON instructions ? It is just a matter of replacing the Altivec / MMX / SSE2 instructions with their corresponding NEON counterparts ? Or is it much more difficult than that ?
Cheers and thanks,
Magic Sam