Thread: UrQuan Masters!
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Posts: 503 | Thanked: 267 times | Joined on Jul 2006 @ Helsinki
#67
Originally Posted by ZerionSeven View Post
I think currently the largest slowing factor is the RGB->YUY2 conversion I wrote, and if someone had the ability and time to optimize it, the game could probably run considerably better, but I struggled to get it working at all, so I probably won't be doing it any time soon atleast.
Well, I already commented that in quake2 thread Judging from N800 hardware capabilities, software RGB->YUY2 conversion is just a useless waste of cpu cycles. The only reason to use it is the missing software interface to support this feature (Xv only supports YUV formats). RGB hardware scaler is also exposed through pixel doubling API, but is somewhat more limited as it is restricted to 2x scaling only and does not have tearsync enabled (BTW, xserver patch to force tearsync for pixel doubled screen updates is trivial). What do you think, is it worth submitting a feature request asking for some API for RGB hardware scaling support in maemo bugzilla? Technically there are many ways to achieve that, for example RGB565 color format support could be added to Xv, looks like NVidia already supports 32bpp RGB color formats, so using Xv for RGB formats is not something completely new: http://osdir.com/ml/video.vdr.softde.../msg00022.html).

The only drawback is very slow deployment of these improvements to end users as they will require xserver update and it is only updated with new firmware releases. But without doing anything now, we may just wait forever and be forced to keep using inefficient screen update methods for the games which need low resolution