Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Packet Max size ??? Date: Fri, 26 Feb 1999 08:50:32 +0000 Organization: Sony Computer Entertainment Europe Lines: 27 Message-ID: <36D66058.B75E5F68@scee.sony.co.uk> References: <7b5d73$aag1@scea> NNTP-Posting-Host: mailgate.scee.sony.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (Win95; I) X-Accept-Language: en jaleco wrote: > > every playstation have the following header > #define PACKETMAX (2048*24) /* Max GPU packets */ > static PACKET packetArea[2][PACKETMAX]; /* GPU PACKETS AREA */ > > anyone can tell me how much MAXpacket should define ??? > any concept or document is appreciat The SCEE FAQ off the new members page contains some info about packet sizes. The size of a packet will depend on the type of polygon you're going to draw - 24 bytes was chosen as an 'average' size. PACKETMAX should be _at_least_ the number of polys you're going to draw, which for most people = sum of(number of instances of model you're drawing * polygons in model / 2) for all models. The '/2' is in there because most of the time half of them won't be drawn due to backfacing. Make PACKETMAX a large number to start with, because you'll get glitches, hangs and other problems if it's too low. When your game is finished, or you start running out of memory, reduce the size of PACKETMAX. Cheers, James -- == James_Russell@scee.sony.co.uk +44 (171) 447-1626 == Developer Support Engineer - Sony Computer Entertainment Europe Clinton Economics: If 1+2=3 then 4+5=6.