diff --git a/design-tradeoffs.html b/design-tradeoffs.html index 62945c7..c1821db 100644 --- a/design-tradeoffs.html +++ b/design-tradeoffs.html @@ -111,8 +111,8 @@ Vertex processing RSP time for occlusion plane

In the occlusion plane F3DEX3 configuration, vertex processing is slower than in F3DEX2. If using this configuration and there is no occlusion plane or it is occluding almost nothing, the RSP will be slower with no other benefit.

However, when the occlusion plane is occluding even a few percent of the triangles in the scene, the situation changes. This saves RDP time, and most games are RDP bound, so this trades off RSP time for RDP time and makes the game faster overall. Plus, RSP time is also saved for the tris which are not drawn, which can approximately cancel out the extra RSP time for computing the occlusion plane for all vertices.

-Functionality in Overlay 3

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The following commands are moved to Overlay 3 in F3DEX3 to save IMEM space. This means that code will have to be loaded from DRAM to run them if Overlays 2 or 4 (for lighting) happen to be loaded already.

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Required Changes

Both OoT and SM64:

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Recommended Changes (Non-Lighting)

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Recommended Changes (Lighting)

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Changes Required for New Features

Each of these changes is required if you want to use the respective new feature, but is not necessary if you are not using it.