Path: chuka.playstation.co.uk!chuka.playstation.co.uk!chuka.playstation.co.uk!not-for-mail From: Lewis_Evans@Playstation.sony.com Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Gpu Timeout Error Date: 17 Apr 1998 10:55:49 +0100 Organization: Sony Computer Entertainment Europe - 119.SS5 Lines: 35 Sender: news@chuka.playstation.co.uk Message-ID: <6h78v5$msr1@emeka.playstation.co.uk> Reply-To: Lewis_Evans@Playstation.sony.com NNTP-Posting-Host: emeka.playstation.co.uk via smtpd (for [194.203.13.2]) with SMTP; 17 Apr 1998 09:58:44 UT by camsg001.camb.scee.sony.co.uk (8.8.6/8.8.6) with SMTP id KAA29568 for ; Fri, 17 Apr 1998 10:58:25 +0100 (BST) From: Lewis_Evans@Playstation.sony.com To: news@playstation.co.uk Hello, As far as I know there's no maximum to the size of the packet area you can set; with SIZE_OF_PRIMITIVE defined as 24 (rough average), 248000 gives you room for 10,000 primitives which is __lots__. You can see how many your main loops are drawing by counting the # of sprites, boxfs, lines, polys (see tmd.c, tmd.h files in some SCEE demos such as chrome, BTE, for a way of accessing TMDs to find their info, or using RSDtool with RSDs) GPU Timeout errors are apparently always caused by dodgy packet data. Lewis Just increase the size of the GPU packet area (not the OT), that will almost certainly sort it out..... Craig. See thats the only thing...my size is already 248000 adn as far as i can see thats the limit.... -Austin