Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Charles Henrich Newsgroups: scea.yaroze.programming.2d_graphics,scee.yaroze.programming.2d_graphics Subject: Re: high-res? Date: Sat, 08 Nov 1997 20:21:31 +0000 Organization: SCEA News Server Lines: 28 Message-ID: <3464C9CB.F465379D@msu.edu> References: <63vuoq$852@scea> <34638347.16036238@205.149.189.29> NNTP-Posting-Host: crh.cl.msu.edu Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (X11; U; FreeBSD 2.2.5-RELEASE i386) Xref: chuka.playstation.co.uk scea.yaroze.programming.2d_graphics:265 scee.yaroze.programming.2d_graphics:182 Mario Perdue wrote: > Yes, this is true. > > > Would it be hard to keep a *simple* 2d game at 60fps? > > It's not to hard as long as you keep the sprite count down. I really dont know why exactly people arent using Hi-Res more often, the only thing I can think of is to conserve frame buffer space so that more sprite-data can be present. Just for grins I took the demo bouncing-balls w/ midi music thats on the Yaroze CD and Hi-Res'd it (640x480). I could up the ball count to 1200 before I the code was taking more than 1/60th of a second to run. (The one big caveat with x480 is your code *has* to run at 30fps or greater, or else you get screwed by the buffer switch). The other issue is, games that CAN run at 60 frames per second seem smoother and cleaner and faster than those running at 30fps in hi-res mode. Oh well, its my goal that whenever I actually get a chance to produce a real-honest-to-god game that it run entirely at 640x480. -Crh -- Charles Henrich Michigan State University henrich@msu.edu http://pilot.msu.edu/~henrich