Path: chuka.playstation.co.uk!news From: Robert Swan Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Caches Date: Mon, 17 Aug 1998 08:17:20 +0100 Organization: I wish! Lines: 21 Message-ID: <35D7D900.39D7@mdx.ac.uk> References: <35C81A30.4ACB@club-internet.fr> <35C82DDB.3E12E37C@scee.sony.co.uk> <01bdc061$2c186980$f30b0a0a@Angela1.intelligent-group.com> <35D2E01D.5CA1@mdx.ac.uk> <6r0vps$n7i6@chuka.playstation.co.uk> <35D43404.282A@mdx.ac.uk> <35D438D2.908C3316@ndirect.co.uk> <35D43F08.36BA@mdx.ac.uk> <35D44CBE.1FA95769@ndirect.co.uk> <35D46843.5DF5@mdx.ac.uk> <35D4750C.A4613436@ndirect.co.uk> <35D47AA8.4E80@mdx.ac.uk> <35D48242.CC86BE26@ndirect.co.uk> <35d51fb9.8182565@news.scea.sony.com> NNTP-Posting-Host: nova.mdx.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (X11; I; SunOS 5.5 sun4u) Patrick Bureau wrote: > And I noticed something quite interesting last week when I was playing > with the automatic subdivision flag. I've got a big 8-bit 256x256 > rectangular poly among other things in my scene. Here's the results > by applying the GsDiv flag on the rectangular poly: > Division amount Frame rate(in hsync) > None 215 > 1:2x2 212 > 2:4x4 198 > 3:8x8 181 > 4:16x16 191 > 5:32x32 270 Blimey, those are extremely wierd results :) Ill have a look as well though, but must admit Im so sceptical that subdividing something into 64 bits is quicker than not doing so! I dont care if it works though about having to increase packet space, Id live with that for at 10%ish increase in speed. If this is always the case, maybe James Russell can come up with one of his clear and concise answers. Rob