
Posted:
Oct 17, 2003 @ 7:39am
by Kzinti
[quote="Johan"]
As fzammetti says, there really isn't much to do when it comes to blitting to MediaQ devices.
[/quote="Johan"]
Agreed. MediaQ just sux for direct access graphics.
[quote="Johan"]
What you can do (in a graphics library) that improves performance on MediaQ devices are:
1. Always read and write data as 32-bit values (2-pixels simultaneously). This will give a significant performance improvement. GapiDraw does this, many others do not.
2. Always alpha blend using 32-bit operations. GapiDraw supports this as long as both source and destination blits are performed on even coordinates.
[/quote="Johan"]
Wrong. The MediaQ bus is 16 bits and quite slow. Whether you use 16 bits or 32 bits access doesn't make a difference.

Posted:
Oct 17, 2003 @ 8:51am
by sunbeam60
Hi again,
Thanks for all your replies; valued input by far.
But am I not right to assume that a MediaQ based device with enough VRAM could be much faster if you placed all your sprites/tiles/whatever in VRAM and just blit between that VRAM? It is a matter of the size of VRAM on the MediaQ based devices and where your other graphics are placed, yeah?
Given the info in your replies, would it be correct to say that all MediaQ device owners have come to expect slow graphics and there's just very little you can do? Or is there just very little you can do "inside" Gapidraw?
What I mean is, is it a fair position to say: "I'm sorry, your device is just plain ol' slow", as opposed to "I'm sorry, I couldn't be bothered to look into optimizing my game for your handheld"?

Posted:
Oct 17, 2003 @ 9:17am
by sunbeam60
Whoops, just found . Sorry, didn't mean to stir the hornets' nest. I'll shut up now.[/url]