From ea65bd5885aae656106d7ce0eb0bce4108f22c22 Mon Sep 17 00:00:00 2001 From: Sauraen Date: Sun, 18 Aug 2024 22:07:35 -0700 Subject: [PATCH] Updated documentation --- docs/Documentation/Performance.md | 15 ++++++++++++++- 1 file changed, 14 insertions(+), 1 deletion(-) diff --git a/docs/Documentation/Performance.md b/docs/Documentation/Performance.md index 4fbdd12..c497f20 100644 --- a/docs/Documentation/Performance.md +++ b/docs/Documentation/Performance.md @@ -4,7 +4,20 @@ The base version of F3DEX3 was created for RDP bound games like OoT, where new visual effects are desired and increasing the RSP time a bit does not affect the -overall performance. F3DEX3_LVP_NOC was created +overall performance. If your game is RSP bound, using the base version of F3DEX3 +will make it slower. + +Conversely, F3DEX3_LVP_NOC was created with the goal of matching the RSP +performance of F3DEX2 on all critical paths in the microcode: command dispatch, +vertex processing, and triangle processing. Then, the RDP and memory traffic +performance improvements of F3DEX3--56 vertex buffer, auto-batched rendering, +etc.--should improve performance from there. This means that F3DEX3_LVP_NOC can +improve performance regardless of whether your game is RSP bound or RDP bound. + +Note that F3DEX3_LVP_NOC is still slightly slower than F3DEX2 for various other +tasks--for example, the one-time setup when loading vertices, outside the loop +over vertices, is a little slower. + # Performance Results