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DS development > Power Guestimation

#44174 - Eclipse - Mon May 30, 2005 9:50 pm

I was hoping that you guys could give me a rough estimate about the maximum number of polygons the DS can push on screen with textures of course. I wanted to start designing an FPS for the DS but I need to know my limits so I can adjust my design accordingly. Any help would be GREATLY appricated. Thanks guys!

#44177 - Ethos - Mon May 30, 2005 10:18 pm

2048 is a number I remember....don't know if its the right number
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#44191 - Abcd1234 - Mon May 30, 2005 11:40 pm

That's *waaay* too low, methinks. I've seen the number 120000 polys/sec floating around, for a fill rate of 30 million pixels/sec.

#44195 - Ethos - Tue May 31, 2005 12:37 am

Genious....why don't you multiply 2048 by 60 frames/sec and see what you get...think...then talk
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#44227 - dagamer34 - Tue May 31, 2005 4:23 am

Ethos wrote:
Genious....why don't you multiply 2048 by 60 frames/sec and see what you get...think...then talk


Way to rip him a new one... :)
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#44230 - Darkwind_776 - Tue May 31, 2005 4:42 am

Ethos wrote:
Genious....why don't you multiply 2048 by 60 frames/sec and see what you get...think...then talk


You spelled "Genius" wrong.
(He he, I couldn't resist)

#44239 - mymateo - Tue May 31, 2005 6:12 am

Let's just say both numbers are right. 120,000 polys/s, or ~2048 per frame (meaning you would want to limit your scene complexity to that, or ~4096 and play at 30 fps, though I don't for sure how that would be accomplished).

So you see, everyone's right, so we should play nice. :)

#44250 - Eclipse - Tue May 31, 2005 8:32 am

so on screen at any given time to run at a smooth 60fps you would want to keep it below 2048? Thats pretty low....how many texturtes does that allow?

#44259 - Ethos - Tue May 31, 2005 11:44 am

textures...total size of Vram banks A-D,
but with the current ndslib you can only access in bank A :)

My god my spelling is bad, I shoulda taken english in Uni :P
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#44260 - Ethos - Tue May 31, 2005 11:50 am

mymateo wrote:
Let's just say both numbers are right. 120,000 polys/s, or ~2048 per frame (meaning you would want to limit your scene complexity to that, or ~4096 and play at 30 fps, though I don't for sure how that would be accomplished)


Only way to accomplish the latter is to put 2048 polys on each screen ;)
Can't have more than the max polys on a frame, whether or not you drop the framerate.
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#44334 - tepples - Tue May 31, 2005 9:36 pm

dagamer34 wrote:
Way to rip him a new one... :)

Pilonidal cystectomy? ;-)

And yes, I can think of a way to have more than 2K polys on one screen at 30 fps, if the sample-3D-core-into-a-texture works how I think it does.
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#44626 - Eclipse - Fri Jun 03, 2005 7:36 pm

Ethos wrote:
textures...total size of Vram banks A-D,
but with the current ndslib you can only access in bank A :)


Thats a shame, how big are all the banks together tho? Do we know that yet?