PSP probable Pixel Format: 24 bits RGBA=5:R, 5:G, 5:B, 8:A ?

You wouldn't, but you still only have 1/4 of the main RAM of PS2 and less than 1/2 the GFLOPS.
Which is also covered by scaling down the content to fit the screen size. The problem is elsewhere - 8mb of ram suddenly becomes very tight when you are porting games from platform that has executables in 2-4mb range....

And executables don't scale down with content :(
 
Something like RE:CV on PSP would be awesome! Who knows maybe even with better shadowing, something like in SH2, because large fillrate could allow it, I guess.

As for frame buffer, on PSP, 24 bit Back+Z buffer and 16(maybe 18)bit front (no need for alpha) would allocate approx 1MB. The remaining 1MB could be used for streaming textures (or storing 0.5MB textures permanently, and streaming the rest, I dunno)
 
The bus is 256 bits and it is supporting 4 Pixel Engines to reach 648 MPixels/s at the specced clock-rate ( half of the RISC cores ).

256 / 4 = 64 bits per pixel pipeline

64 bits -24 bits - 24 bits ( Z-buffer ) = 16 bits

Uhm... weird... I must miss something...

Yes, I am comparing it too closely with the GS and its memory set-up...

This is going to be a bit less efficient fill-rate wise, but it is not easy to do things like the GS does with two parallel busses to and from the Frame Buffer and a separate bus for texture accesses... per Pixel Engine...
 
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