[Scummvm-devel] 'gob' engine & 8bpp
Miro Kropáček
miro.kropacek at gmail.com
Thu Apr 2 23:12:36 CEST 2015
Hi Sven,
I cooked up a patch that rewrites the invalidated rectangles a bit;
> I'll attach that to this mail.
Unfortunately, I can't observe any significant improvement. As I thought
more about it however, I think the bottleneck isn't the update algorithm --
first, on our platform is typical to update 320x240x8bpp screen at once and
reaching 30 fps (of course, with optimized rendering code). Even with some
speed degradation isn't possible to reach the current state (about 5-6 fps).
Another pointer could be comparison to other games -- Indiana Jones and the
Fate of Atlantis, Monkey Island I&II are incomparably faster in VGA than
Gobliiins. Even The Curse of Monkey Island (640x480!) is very playable
according to my testers. And I don't have to tell you that our native
version (EGA) runs really fast even on 8 MHz machines.
So whatever is happening in the gob engine, it can't be good ;-) Isn't
possible that there is some audio processing in the background happening
even if I set 'no music' ? That could explain the slowdown pretty well.
Miro
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