[Scummvm-devel] templates, visuals, getDevices()

Bertrand Augereau bertrand_augereau at yahoo.fr
Tue Mar 3 23:27:46 CET 2009


Hi guys,

1 and 3 are good suggestions for the PS2, but I'd suggest not investigating 2.
PGO is a pain in the ass, especially for code with many engines (i.e. codepaths) than ScummVM.
Don't waste energy on this, better optimize static code.

The I$ *is* small, but this is the kind of stuff you check when you have throughly optimized the rest of the code.

The PS2 shouldn't have a problem interpreting old adventure games, it can do much more :)

I'd suggest investigating the blitting and scaling code to see where it is slow. Sound emulation too...
If needed, using the VUs for asynchronous (or even synchronous) computations and the DMA for moving and unpacking data around could give good gains.

I understand this is a luxury problem, but max might like digging into the PS2 hardware a bit instead of tweaking filesystem stuff on memory cards :)

Cheers,
Tramb

PS : By the way, did you know about this?
http://www.wonderland.cz/lotr/
This is a little cousin of ScummVM interpreting Interplay's Lord Of The Rings.


--- En date de : Mar 3.3.09, Matt <matt at use.net> a écrit :
...PS2 suggestions...


      




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