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

Joost Peters joostp at 7fc1.org
Tue Mar 3 23:38:32 CET 2009


Thanks, but AFAIK there are no such performance problems on the PS2. 
  ;)   I believe Matt was merely using the PS2 as an example.
We (or I, at least) were originally talking about old SGI iron. :)  e.g. 
100-200mhz R4ks, which would benefit from a better optimizing compiler.

Cheers,
Joost

Bertrand Augereau schreef:
> 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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