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ABCDEF… interpolation test. Realtime vector graphics at 120 FPS, no pixels. Original HP font.

12,812 views • 3 months ago •via X (Twitter)

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Been optimizing my ASS OFF now that jnmartin has pushed all of his progress on his Star Fox 64 Sega Dreamcast port to a private GitHub repo to collaborate with a bunch of us DC devs before release. MAN this thing is HIGHLY optimized already... We're essentially running a high-level emulator for the N64's RSP coprocessor, doing graphics transforms, matrix math, and display list conversions not only on the main SH4 CPU, but also sitting atop a high-level OpenGL driver, in real-time. Not only that, but once again, we're doing all audio synthesis and mixing also on the main SH4 CPU, so this thing is doing a literal asston on the main CPU with what might seem like a relatively straightforward port. 99% of the time, everything runs flawlessly, but when you drop a bomb on a shitfest of enemies in a densely populated area, as with the N64 original, the FPS can dip momentarily. Here's a direct hardware capture of me testing a new SH4 optimized routine out for gainz on my Sega Dreamcast... this mofo is meant be used for one-off 3D vector transforms by a single matrix which has not been preloaded into the XMTRX FP register matrix back-bank. Rather than doing a full 4x4 load on the matrix just to do a single 4D transform via the FTRV instruction, we're simply peforming 3 3D dot products against a single 3D vector, allowing us to pipeline the loads, dot products, and store operations better than doing a load all at once followed by a transform, and we aren't wasting a lane on the FPU for a 0.0f W component!

Falco Girgis

36,911 views • 8 months ago