Eero Tamminen wrote:I think it helps to read Douglas' CPU <-> DPS optimization comments from his Falcon Quake II & BadMood threads.
Eero Tamminen wrote:You need to think whether your use-case is in general calculation or memory bandwidth bound. DSP is best for things that are raw calculation bound and which require little memory bandwidth. Even if use-case is calculation bound, DSP itself doesn't have much memory so you likely need to transfer data to it and back, which can also become a bottleneck (or at least you may need to design your CPU <-> DSP communication so that it doesn't become bottleneck).
Eero Tamminen wrote:How sophisticated scaling you were thinking of (mipmapping, filtering etc)?
LaurentS wrote:Hi Calimero,
First, I'll surprise you, but the whole game runs only on the 68030 side (there's absolutely no DSP code for Racer 2, except the music).
LaurentS wrote:The main problem with the DSP is its low memory (96 ko) which is very good for computing, buffering datas, but wouldn't allow to keep in memory the whole cars (+ sides sprites +road textures + music + sounds ...)
LaurentS wrote:Do you think the game is not fast enough ?
No, I know you'd like a perfect size zoom on the cars,
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