Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: jamin1@psu.edu (Jamin Frederick) Newsgroups: scea.yaroze.programming.2d_graphics Subject: interlace sprites Date: Fri, 06 Jun 1997 07:30:37 GMT Organization: SCEA Net Yaroze News Lines: 20 Message-ID: <3397bc2b.2867861@news.scea.sony.com> NNTP-Posting-Host: nbppp18.cac.psu.edu X-Newsreader: Forte Free Agent 1.11/32.235 Even though I use ResetGraph() on my interlaced demos, I think the reason it flickers is because of the high number of sprites being inserted in the OT, or just the delay in the entire screen getting displayed every 60th of a second. I think this also holds true for the 16x16 pixel tiles...i haven't got them to work in interlace. If I keep the number of sprites down to about 30 or so, interlacing seems to be fine. Perhaps a good thing to do as well is keep only sprites that will be on the screen "alive", or being insertable in the OT, because there's no reason to insert sprites into the OT that will be ENTIRELY clipped. This will keep the sprite count low. There will always be extra logic for offscreen sprites though, and this will contribute to frame rate drop. I'd like to get a good measurement of how many sprites the playstation can handle before this happens. In fact, would the interlace mode begin to flicker after the frame rate drops right below 60fps? What do you think? Jamin Frederick jamin1@psu.edu