@danil Yeah, I guess by throwing in rasterizing triangles I opened the comparison to how many more pixels are on modern systems with 4k monitors and muddied the waters a bit because there is a separate gpu that does most of that part (even on the PSP) but I guess my main point was that much tinier computers do a whole lot of stuff in 16ms, so if something you do on a modern machine takes on the order of seconds it better be doing a ton of work
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Chris Marsh (marshian@mastodon.gamedev.place)'s status on Monday, 16-Dec-2024 01:13:59 JST Chris Marsh
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Danil (danil@mastodon.gamedev.place)'s status on Monday, 16-Dec-2024 01:14:01 JST Danil
@marshian so 333MHz x 14 = 4.5GHz
So it can be impressive that modern games can work just on ~3Ghz CPU and just ~2GHz memory speed while rendering 2k-4k image, if you calculate and linear downscale everything - how much performance per pixel used. -
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Danil (danil@mastodon.gamedev.place)'s status on Monday, 16-Dec-2024 01:14:02 JST Danil
@marshian Borderlands2 had PSP port - it was working with 15fps there.
On PC with turn-off shadows and all postprocessing BL2 was working on 720p on 8600 Nvidia with 30fps.PSP is 480×272 screen resolution.
720p is 7-times bigger than that and 30 fps vs 15 -> 7x2=14 times bigger performance required to render BL2 on 720p than on 480×272 screen.Same linear scale goes to modern games - it is mostly about "screen size" - 1440p is alot of pixels.
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Chris Marsh (marshian@mastodon.gamedev.place)'s status on Monday, 16-Dec-2024 01:14:03 JST Chris Marsh
15 years ago, I worked on a game that ran at 60Hz on a 333Mhz cpu on the PSP. It animated skinned transforms for a dozen rigs, transformed maybe 20k triangles and rasterized them, decoded and mixed music, and a dozen other things, all in 16ms. I think about that a lot when things are slow on my 100x faster computer.
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