Path: chuka.playstation.co.uk!news From: raasch@fh-worms.de (Michael Raasch) Newsgroups: scee.yaroze.freetalk.english Subject: Re: Real PS speeds.... Date: Wed, 27 Aug 1997 14:17:27 +0200 Organization: Michael Raasch Softwareentwicklung Lines: 21 Message-ID: References: <5tk1rp$3qt7@chuka.playstation.co.uk> <33FD5C48.27BF@cobradev.demon.co.uk> <33FED194.5D74@interactive.sony.com> <3403052F.1365@interactive.sony.com> NNTP-Posting-Host: port15.Fh-Worms.DE X-Newsreader: Anawave Gravity v1.10.570 In article <3403052F.1365@interactive.sony.com>, dev_support@interactive.sony.com says... > 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. it's is always the same. You can't compare demo-code with professional game-code. In demos you can do so many things improved only for the effects (tables and precalculated stuff and so on), where in games you have routines which are more versatile (erm, correct word?). -- hasta la pasta, .\\ichael "Wenn das John Wayne noch erlebt haette..."