Path: chuka.playstation.co.uk!toby From: toby@angst.forefront.com.au (Toby Sargeant) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: reducing polygon overlap Date: 18 Mar 1998 22:42:58 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 19 Message-ID: References: <3509c082.5799539@news.playstation.co.uk> <350FF465.7528@127.0.0.1> NNTP-Posting-Host: ns.forefront.com.au X-Newsreader: slrn (0.9.4.6 UNIX) On Wed, 18 Mar 1998 16:20:53 +0000, Majik wrote: >which, you could of course do this using two separate OT's but I don't >think >clearing the OT has that much of a performance hit. > >Majik. I'd imagine that clearing the OT is done via DMA. if that's true, and GsClearOT doesn't wait for it to finish, and you can have more than one DMA channel active at once, and you're using the dcache, you can probably get a lot of speedup by having one OT being drawn, while the other is cleared, at the same time as you're performing calculations for the next frame. it's really this kind of information that would be useful. not exactly hardware usage, but at least a reasonably detailed description of _how_ the hardware works, so that we can use it effectively. toby.