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Updated readme
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12
README.md
12
README.md
@@ -61,7 +61,7 @@ breaking changes.**
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display lists shorter.
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- New **occlusion plane** system allows the placement of a 3D quadrilateral
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where objects behind this plane in screen space are culled. This can
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substantially reduce the performance penalty of overdraw in scenes with walls
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dramatically improve RDP performance by reducing overdraw in scenes with walls
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in the middle, such as a city or an indoor scene.
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- If a material display list being drawn is the same as the last material, the
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texture loads in the material are skipped (the second time). This effectively
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@@ -133,10 +133,12 @@ use this configuration, which removes the computation of the occlusion plane
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in the vertex processing pipeline, saving some RSP time.
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If you care about performance, please do consider using the occlusion plane!
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When it occludes even a small percentage of the total triangles drawn, not only
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is RDP time saved (which is the point), but RSP time is also saved when those
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tris are not drawn. This can offset the extra RSP time for computing the
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occlusion plane for all vertices.
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RDP time savings of 3-4 ms are common in scenes with reasonable occlusion
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planes, and even saving a third of the total RDP time can sometimes happen.
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Furthermore, when even a small percentage of the total triangles drawn are
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occluded, not only is RDP time saved (which is the point), but RSP time is also
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saved from not having to process those tris. This can offset the extra RSP time
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for computing the occlusion plane for all vertices.
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You can also build both the NOC and base microcodes into your ROM and switch
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between them on a per-frame basis. If there is no occlusion plane active or the
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