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That might become a good idea in the near future. Currently we have a whitepaper explaining the overall architecture, but we exchange optimization details on a per-customer/application basis. Anyway, here are a few basic guidelines (off the top of my head):Any change you would write a optimization guide for the renderer any time soon?
DXTn is converted to ARGB8 before the actual rendering. So aside from the one-time decoding the performance is the same. Sampling ARGB8 is highly optimized but the arithmetic cost is still higher than anything you could save by increasing cache hit rates and reducing bandwidth. Use A8 if you only need an alpha component though.Is DTX5 faster than ARGB8 in Swiftshader? DXT5 footprint is 4 times smaller, but it requires so many extra operations to decode.
Interesting. Was it more like a palettized format? Maybe in the future cache hit ratios and bandwidth become more important for SwiftShader too.We used some kind of DXT compression variation in our old N-Gage software renderer, and it was pretty quick (however slower than N-Gage native 4444 format).
Interesting. Was it more like a palettized format? Maybe in the future cache hit ratios and bandwidth become more important for SwiftShader too.
Certainly. SSE4 has a number of interesting instructions that could make a difference. Just like x86-64, support for it will be added in due time.Is there any thought to optimizing further for SSE4.x? There's supposedly a lot of extra floating point calculation power hiding in these Penryn cores if you go that direction...
I installed and tested it and unfortunately it was very slow. I quickly located the issue though, and it now runs at 10-20 FPS on my Q6600. That's playable but still a bit dissapointing given the relative graphical simplicity of the game. Maybe the engine doesn't do much to prevent overdraw, or it doesn't render things in large batches. It was first released on PlayStation 2 so it's probably an unoptimized port...I'll try a few other games just to see, such as GTA3:SA here shortly...
Certainly. SSE4 has a number of interesting instructions that could make a difference. Just like x86-64, support for it will be added in due time.
Just curious Chrono, are you using Swiftshader 2.01 that has the AMD perf fixes?
I'll give this a whack later tonight on my Q9450 rig and play some TrackMania with it.
Yes, that's what surprised me when I had even poorer results than when I tried 2.0
I'll probably give it another shot when I have some time just in case I messed something up royally.
It's not something that can be fixed with the 2.01 release by changing a setting, unfortunately. The game frequently calls the IDirect3DDevice9::StretchRect function and it was (unnecessarily) taking a very slow generic fallback path. It was a one-line fix to make it much faster but it requires a new build. I don't think there will be another update for some while now though.Nick, was the setting in GTA3 something that I'm able to change as a demo user? If so, do you mind sharing what it was?
Nick & Co, very nice work!
I completely agree with you that there is definitely a market for a product like this. It's really incredible how many crappy embedded graphics chips are out there, especially in laptops ... it's really depressing.
Plus, if the business doesn't take off maybe you can check with Intel and see if they need any help with their Larrabee driver
@ Scali: Cut Nick some slack will you! I don't understand why you need to be so critical. It's not like you have to do the work!