Search found 195 matches

by ector
Tue May 23, 2006 4:11 am
Forum: PS3 Development
Topic: Idea: Surfing the internet a la "Minority Report"
Replies: 2
Views: 3378

With the right libraries, you can do all this today on a PC.
The PS3 is not some kind of magic machine.

Pointless, or at least off-topic, thread.
by ector
Sat Jan 07, 2006 1:21 am
Forum: PSP Development
Topic: max t&l verticies?
Replies: 10
Views: 2764

You're also missing that you need to render 60 or 30 times per second, not 1.
by ector
Fri Dec 30, 2005 7:37 pm
Forum: PSP Development
Topic: Revisiting GE performance
Replies: 13
Views: 4838

Re: Revisiting GE performance

chp wrote:Another surprise (for me atleast) is when using 16-bit or 32-bit textures, VRAM->VRAM blits is FASTER when using linear textures, than when using swizzled textures.
This changes when you are doing a rotated blit, I assume? It seems to...
by ector
Mon Dec 19, 2005 3:06 am
Forum: PSP Development
Topic: Envmap performance way below par
Replies: 8
Views: 2538

Oops, too tired, sorry :P
by ector
Sun Dec 18, 2005 4:31 pm
Forum: PSP Development
Topic: Envmap performance way below par
Replies: 8
Views: 2538

Been a while since I looked at that sample, is it using a swizzled and mipmapped texture? If not, the texture cache is most likely destroying the performance.
by ector
Sat Dec 17, 2005 3:05 pm
Forum: PSP Development
Topic: displaying and checking psp's mac address
Replies: 14
Views: 3116

Not exactly hard to crack though :)
by ector
Fri Dec 16, 2005 7:03 pm
Forum: PSP Development
Topic: Porting a 256 colors game to PSP
Replies: 5
Views: 2724

PSP has palettized textures and they are very fast, faster than 16-bit direct color formats because of the lower bandwidth and texture cache requirements. Just stick with your original bitmap data, maybe swizzle it.
by ector
Thu Dec 15, 2005 3:54 pm
Forum: PSP Development
Topic: difference between retail elf and PSPSDK
Replies: 8
Views: 4207

Another difference is that retail games etc are not prerelocated, while PSPSDK generates elfs that are prerelocated to 0x08900000.
by ector
Thu Dec 15, 2005 10:38 am
Forum: PSP Development
Topic: rRootage for PSP v1.5
Replies: 41
Views: 60867

mrbrown wrote:If I had a way to detect if the EBOOT loader was running, then I could fixup SDL to skip over the kernel calls and call _init() manually to initialize any other static classes.
Wouldn't it be better to politely ask Fanjita if he could add a fix to the loader? :)
by ector
Sat Dec 10, 2005 9:11 am
Forum: PSP Development
Topic: Help with lights
Replies: 8
Views: 2824

Your light attenuation values are kind of weird. Try changing them..
by ector
Sat Dec 03, 2005 4:40 am
Forum: PSP Development
Topic: Unoptimize memcpy
Replies: 3
Views: 1748

Nice one mrbrown.

Oh and mICrO, your x86 code may have been optimal on the 486, but since the Pentium other methods are much faster than rep movsd, especially for block sizes over a few hundred bytes.
by ector
Thu Dec 01, 2005 6:46 am
Forum: PSP Development
Topic: sceGuTexImage is slow!
Replies: 14
Views: 4093

The docs may be wrong :)
by ector
Mon Nov 28, 2005 4:53 am
Forum: PSP Development
Topic: sceGuTexImage is slow!
Replies: 14
Views: 4093

The sceGuDrawArray has some overhead, it might be faster if you fill larger arrays of coordinates and draw multiple sprites per call.
by ector
Sun Nov 27, 2005 3:06 pm
Forum: PSP Development
Topic: Parsing jpegs
Replies: 14
Views: 4609

I'm wondering about the weird type of your "buffer" variable. Try to cast it into a char* perhaps?
by ector
Tue Nov 22, 2005 7:32 am
Forum: PSP Development
Topic: usb
Replies: 10
Views: 3168

WinXP does not cache USB "disks" by default, so if you're having problems you're probably still on 2K :)

I'd recommend an upgrade and then turning off all useless eyecandy. Stripped XP is better than 2K in every way.
by ector
Sat Nov 05, 2005 2:58 pm
Forum: PSP Development
Topic: Strange Mipmap selection
Replies: 7
Views: 3208

Yep, looks like a hardware bug, and similar to what can happen in burnout.
by ector
Fri Nov 04, 2005 12:02 pm
Forum: PSP Development
Topic: Strange Mipmap selection
Replies: 7
Views: 3208

Weird, I'll have to try this later.
Swizzling shouldn't affect mipmap selection, but WILL give you a big speedup.
by ector
Mon Oct 31, 2005 3:50 pm
Forum: PSP Development
Topic: ODEPsp (Alternate Version)
Replies: 11
Views: 9081

And that's why there's a flag you can pass D3D to not change the FP control word. The reason D3D changes the control word by default is because some very "clever" (*cough*) people change it to raise exceptions on bad floating point values. Some graphics drivers are badly written and may ca...
by ector
Fri Oct 14, 2005 2:31 am
Forum: PSP Development
Topic: GU_TFX_BLEND
Replies: 5
Views: 1854

N64? PSX? :)
by ector
Thu Oct 13, 2005 11:46 am
Forum: PSP Development
Topic: Fast 565 RGB->BGR Conversion Needed
Replies: 39
Views: 14970

Your problem is that the CLUT memory on-chip is only 512 (or possibly 1024?) bytes as far as I can tell. Should be at least 1024, otherwise you wouldn't be able to have a 256x32bpp colour table. So does that mean the CLUT is uploaded when you execute command 196, rather than simply setting a pointe...
by ector
Thu Oct 13, 2005 11:18 am
Forum: PSP Development
Topic: Lights. Where's my specular gone?
Replies: 7
Views: 2232

I can confirm that the specular is "LOCAL_VIEWER". I ran the lights sample on the real psp and the specular reflections in the ground really looks like local_viewer. I then implemented lighting in my experimental PSP emulator, using the local viewer approach, and arrived at an essentially ...
by ector
Thu Oct 13, 2005 11:12 am
Forum: PSP Development
Topic: Fast 565 RGB->BGR Conversion Needed
Replies: 39
Views: 14970

Your problem is that the CLUT memory on-chip is only 512 (or possibly 1024?) bytes as far as I can tell.
You can't use a 65536-color palette.
by ector
Thu Oct 13, 2005 11:09 am
Forum: PSP Development
Topic: GE Signals
Replies: 9
Views: 3178

Do you really gain much by putting display lists/command buffers in VRAM? Mine are in main memory and i'm getting decent perf..
by ector
Tue Oct 11, 2005 5:07 pm
Forum: PSP Development
Topic: VFPU playground, code generation for gas-unsupported opcodes
Replies: 81
Views: 32600

Besides that, creating a VFPU-based thread incurs considerable overhead during a context switch. If you force the VFPU everywhere, then all threads would be required to maintain a VFPU context. Almost correct, unless I'm misunderstanding you and you're 100% right but not clear enough :) Most platfo...
by ector
Sun Oct 09, 2005 3:23 am
Forum: PSP Development
Topic: Wide textures
Replies: 4
Views: 1776

Well, you can't specify a ninth mipmap level so you simply can't go down to 1x1 on 512x512 textures. Unless you can abuse the mipmap size parameters and have the last two being 4x4 and 1x1 .. dunno if that'd be much use though.
by ector
Sat Oct 08, 2005 7:56 am
Forum: PSP Development
Topic: Wide textures
Replies: 4
Views: 1776

The max size is actually 512x512, despite the 8 mipmap levels. The mipmaps don't go all the way down to 1x1 in that case, it stops at 2x2 :)
by ector
Thu Oct 06, 2005 2:43 pm
Forum: PSP Development
Topic: PSPUptime
Replies: 11
Views: 3038

Most parts of the menu app is encrypted. We cannot encrypt replacements. That's it. The only way would be some buffer overflow in reading one of the non encrypted files.
by ector
Thu Oct 06, 2005 9:24 am
Forum: PSP Development
Topic: GU_ONE blend factor? and other blending musings
Replies: 10
Views: 2732

0xff is full value, as far as I can tell.
by ector
Wed Oct 05, 2005 7:22 am
Forum: PSP Development
Topic: Bios version 1.52
Replies: 7
Views: 3133

1.52 does not do homebrew. Although you can easily upgrade it to 2.00 and then use the downgrader to get to 1.50. Watch out for 2.01 though - you don't want that.
by ector
Wed Oct 05, 2005 6:05 am
Forum: PSP Development
Topic: Best texturing approach on PSP
Replies: 23
Views: 8094

I don't think it has aniso, you'll have to make do with trilinear (which is better than what the ps2 has :) )