Purist posted on Jul 5 2006 at 04:32 PM said:Dang. I just switched to linux so I don't have any IDE to compile anything with.
Alex. posted on Jul 6 2006 at 02:12 AM said:Quake 1 plays wonderfully as it is now (OC'ed to 260). My only beef with it is the strafe buttons, what happened to L&R? The GP32 control layout was a tad better.
The hack doesn't speed up the framebuffer, it speeds up the upper 32mb. Hardware surfaces are stored in part of the upper 32mb which is why a lot of stuff will speed up, but quake 1 and 2 use software surfaces (which are a faster surface to use when directly accessing pixels).Tobriand posted on Jul 6 2006 at 01:04 AM said:But presumably it does use the framebuffer, which the MMU hack also (can) be used to speed up. That's the only reason DrMD and SquidgeSNES get as big a boost as they do, iirc...
As BradN says, the hack doesn't give normal full access to the upper 32mb it just makes it faster. Quake2 allocates one big block of memory so there's still going to be a maximum limit of less than 32mb. None of this really matters as the bulk of the slowdown is because of the rendering, not loading.Epicenter posted on Jul 6 2006 at 06:45 AM said:IIRC, a lot of the choppy play and slowdown in Quake 2's '2x port was from reading the SD card as the full game content did not fit in the 32mb of lower memory? With full speed access to all 64mb, would it be more feasible to precache everything in advance and alleviate some slowdown? Or is the rendering workload the real problem?
woogal posted on Jul 6 2006 at 09:58 AM said:The hack doesn't speed up the framebuffer, it speeds up the upper 32mb. Hardware surfaces are stored in part of the upper 32mb which is why a lot of stuff will speed up, but quake 1 and 2 use software surfaces (which are a faster surface to use when directly accessing pixels).Tobriand posted on Jul 6 2006 at 01:04 AM said:But presumably it does use the framebuffer, which the MMU hack also (can) be used to speed up. That's the only reason DrMD and SquidgeSNES get as big a boost as they do, iirc...
Yeah, you'll find with Quake1 that at 200mhz removing all framebuffer writes completely only speeds things up by 0.2fpspepone posted on Jul 6 2006 at 10:18 AM said:However, I did try to use the hack with Quake, and it didn't improve it. I guess that quake don't draw as much as gngeo to the framebuffer.
Um, he isn't even using the hardware blitter (I think, correct me if I am wrong), I think many many optimizations can be made without even using the second processor.Winterkid posted on Jul 6 2006 at 02:42 AM said:If anyone would know about boosts to the code, it's Woogal. *thinking* So the MMU hack is a no-go. I guess we can hope that when we get better access to the second CPU, that it'll be able to be used to get a bit more action. Perhaps using a bit of the upper memory for texture storage or something might help. I'm sure in time, we'll squeeze a couple more FPS out of it.
Not sure if you're refering to Quake 1 or 2 here, but most of these comments apply to both.nubie posted on Jul 6 2006 at 07:22 PM said:Um, he isn't even using the hardware blitter (I think, correct me if I am wrong), I think many many optimizations can be made without even using the second processor.
Does Quake natively require a Floating Point Processor? Or has it been changed to fixed-point yet?