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SH3 Build Mark II


SH3 Build Mark II

Postby Yoda » Mar 30, 2001 @ 2:08pm

I decided to try building my own SH3 executable (independant from Jay's), and after some _tedious_ debugging/code tweaking, I came up with this information regarding the optimization errors:<br><br>Functions that provoked critical run-time errors when optimized:<br><br>d_polyse.c<br>      - D_PolysetRecursiveTriangle<br><br>r_draw.c<br>      - R_ClipEdge<br><br>Functions that caused the 'infamous' grey walls when optimized:<br><br>model.c<br>      - Mod_SetParent<br><br>I don't know anything about the SH3 compiler, but as these bugs only show up when compiling for SH3 release (optimized), I'm assuming it's an issue with the compiler. I'll investigate why optimization on these functions fails tonight. <br><br>If anyone would like to try the optimized SH3 build, just post here, and I'll upload it somewhere. I'd also be happy to send along the modified source files.<br><br>The FPS improvement is very nice, this was highly worth the several hours of effort.<br><br>--Yoda<br>PlanetUnreal Admin<br>
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Re: SH3 Build Mark II

Postby ShovelhEd » Mar 30, 2001 @ 2:38pm

I have a Jornada 548..  I would definitely be interested in trying it out....let me know
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Re: SH3 Build Mark II

Postby Jay » Mar 30, 2001 @ 2:49pm

I would like to try it Yoda.
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Re: SH3 Build Mark II

Postby Jay » Mar 30, 2001 @ 2:55pm

Yoda, your way is a lot better and faster than mine.  I applaud you!
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Re: SH3 Build Mark II

Postby Paul » Mar 30, 2001 @ 3:09pm

But does it work on the 545?!?!
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Re: SH3 Build Mark II

Postby Yoda » Mar 30, 2001 @ 4:17pm

Here's a copy of the optimized SH3 build:<br><br><br><br>Look back later today, I should have one that runs even faster (I'm going to try to optimize the functions that trigger the errors... since they're performance-critical).<br><br>--Yoda<br>PlanetUnreal<br>Last modification: Yoda - 03/30/01 at 13:17:23
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Re: SH3 Build Mark II

Postby Yoda » Mar 30, 2001 @ 5:04pm

Build updated. Another 0.3 FPS.<br><br><br><br>This brings it up to 5.0+ doing a straight 'timedemo demo1.dem'. (And from what i can tell, people using a decompressed pak file, should get closer to 5.5).<br><br>Image<br><br>--Yoda<br>PlanetUnreal<br>Last modification: Yoda - 03/30/01 at 14:04:56
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Re: SH3 Build Mark II

Postby randall » Mar 30, 2001 @ 5:06pm

Wow, that is really impressive. Much more than I had expected SH3 to achieve at such an early stage.<br><br>Does it impare the visual quality of the game to achieve those numbers?
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Re: SH3 Build Mark II

Postby Yoda » Mar 30, 2001 @ 5:10pm

It's the exact same source tree (expect for the changes I made in a few source files) as the rest of the builds, so there's no visual quality difference.<br><br>--Yoda<br>PlanetUnreal
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Re: SH3 Build Mark II

Postby Vacant_Idol » Mar 30, 2001 @ 8:29pm

Good job, keep up the good work!!
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Re: SH3 Build Mark II

Postby Moose or Chuck » Mar 30, 2001 @ 9:05pm

Uhm, is the visual quality lesser because of the optimizations?
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Re: SH3 Build Mark II

Postby Jay » Mar 30, 2001 @ 9:38pm

By the way Yoda, I tryed your new release.  I ran it with my uncompressed PAK file and got 5.0 as well.  However, I just incorporated your work on optimizations into my SH-3 code and also found some stuff that could run Quake faster.  It seemed like a big improvement when I did the demo1.dem, but for some reason only got 5.1fps.  I thought I would get more, however I think it was due to the fact that I have removed many of the jolts and jumps that the SH-3 version had before during gameplay.
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Re: SH3 Build Mark II

Postby Jay » Mar 30, 2001 @ 9:47pm

I just did the demo2.dem on both versions and again mine is just .1 fps faster.  (Yoda's at 5.3fps and mine at 5.4fps)  I'm going to run one more test.
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Re: SH3 Build Mark II

Postby Jay » Mar 30, 2001 @ 9:48pm

nah, I'm not
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Re: SH3 Build Mark II

Postby Jaybot » Mar 30, 2001 @ 10:21pm

really, that's strange.. I get an entire 1 fps boost from using timedemo2 on my E-125... you should be getting a bit more shouldn't you?
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