I am not good at explaining things but I'll try to explain it. Just suppose these two cases:
Full Frame Buffer. You render internally a 640*480 screen.
Half Frame Buffer. You render two fields: a 640*240 for the odd lines and a 640*240 for the even lines.
The whole point comes from the fact that Guerrilla hinted that they used the half frame buffer in order to save space on the VRAM. Then Fafalada replied it was not a very good idea since you only save 500 kb.
640*480*24*8/1000 vs 640*240*24*8/1000
The math clearly states you are only saving ~500 kb. However if we take into account textures, there is a thing I don't get. If we are rendering a 640*240 screen, why do we need to use the same textures we would use if we rendered at 640*480 ??? The vertical resolution is the half !!!
However Marconlly pointed that not always the textures have the same orientation so sometimes the resolution that we have dropped to the half in the vertical axis, would be dropped to the half in other axis (lineal combinations of the other axis).
So that's the reason why we shouldn't use them.
Then Fafalada replied that you would need two sets of half size textures. One for the even field and another for the odd field. So at the end the whole space would be the same.
However I don't see it to be the same.
Case 1. Render at 640*480 with a texture of 300 kb (imaginary case).
Case 2. Render at 640*240 with a texture of 300 kb. (both fields are rendered using the same texture).
2.a. Render the 640*240 (odd).
2.b Render the 640*240 (even).
Case 3. Render at 640*240 with two sets of textures (one for each field).
2.a Render the 640*240 (odd).
2.b Render the 640*240 (even).
If we consider that every field is rendered at a different step, then in case 3 the texture only uses 150 kb per step while in case 2 we are using 300 kb in both cases.
I know you have proven me that it is not useful (Marconelly problem) but I just didn't get the problem of them needing the same space.
Full Frame Buffer. You render internally a 640*480 screen.
Half Frame Buffer. You render two fields: a 640*240 for the odd lines and a 640*240 for the even lines.
The whole point comes from the fact that Guerrilla hinted that they used the half frame buffer in order to save space on the VRAM. Then Fafalada replied it was not a very good idea since you only save 500 kb.
640*480*24*8/1000 vs 640*240*24*8/1000
The math clearly states you are only saving ~500 kb. However if we take into account textures, there is a thing I don't get. If we are rendering a 640*240 screen, why do we need to use the same textures we would use if we rendered at 640*480 ??? The vertical resolution is the half !!!
However Marconlly pointed that not always the textures have the same orientation so sometimes the resolution that we have dropped to the half in the vertical axis, would be dropped to the half in other axis (lineal combinations of the other axis).
So that's the reason why we shouldn't use them.
Then Fafalada replied that you would need two sets of half size textures. One for the even field and another for the odd field. So at the end the whole space would be the same.
However I don't see it to be the same.
Case 1. Render at 640*480 with a texture of 300 kb (imaginary case).
Case 2. Render at 640*240 with a texture of 300 kb. (both fields are rendered using the same texture).
2.a. Render the 640*240 (odd).
2.b Render the 640*240 (even).
Case 3. Render at 640*240 with two sets of textures (one for each field).
2.a Render the 640*240 (odd).
2.b Render the 640*240 (even).
If we consider that every field is rendered at a different step, then in case 3 the texture only uses 150 kb per step while in case 2 we are using 300 kb in both cases.
I know you have proven me that it is not useful (Marconelly problem) but I just didn't get the problem of them needing the same space.