Path: chuka.playstation.co.uk!news From: Developer Support Newsgroups: scee.yaroze.freetalk.english Subject: Re: Real PS speeds.... Date: Tue, 26 Aug 1997 17:32:47 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 52 Message-ID: <3403052F.1365@interactive.sony.com> References: <5tk1rp$3qt7@chuka.playstation.co.uk> <33FD5C48.27BF@cobradev.demon.co.uk> <33FED194.5D74@interactive.sony.com> NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Developer Support wrote: > > I thought I'd better correct some fallacies about the 'speed' difference > between Yaroze and full PS libs. > > The 360k polys per second ( pps ) is a marketing number that represents > the limit of the gpu hardware when drawing a single flat poly repeatedly > ( no gourard / no texture ) - As such it is pretty unrealistic for > programming purposes ( although it is strictly correct ) > > running several games through a proffessional program analyser the > 'real' pps count ranged as below. ( I only did this because I was bored, > and I had 15 minutes to spare - So I wont be producing a hughe list ) > > ( Note: These numbers don't represent maximums, just what was happening > at that particular stage/point in the game ) > > Porsche Challenge 30,000 pps. > Penny Racers. 64,000 pps. > Soul Edge. 53,000 pps. > Rage Racer. 45,000 pps. > Terra Incognita(yaroze) 28,000 pps. > Snave (yaroze) 40,000 pps. > > These represent the drawing throughput for these games. ( In all cases, > the drawing time is less than the cpu time ) > Although Penny racers seems to be drawing more pps, it actually has the > slowest frame rate of all of the games. > > In my estimation the maximum speed up going from good yaroze code ( that > uses all of the tricks possible with LibPs ) to good proffesional code > (inline assembly and low level hardware access) is around 2 times. > If you look at the differences between FTP test using the Yaroze, and > RayStorm ( from Taito ) using the full devkits, there isn't really much > technical improvement. > > Cheers, > > Colin. > A quick addendum to this.... On the Yaroze, I tested two demo's this morning.. Lewis's tunnel demo ( May not be up yet ) 75,000 pps Del's Engine 6 115,000 pps. Lewis's demo shows the limit ( probally ) of Yaroze at the moment, while Del ( naughty ) wrote his demo using the full low level libs... Del's is very quick because most of the poly's are untextured and unshaded, - most games aren't written this way.