Voxel Space Engine Dreamcast with fixed resolution, Software Double Buffer and transferring data from RAM to VRAM using Store Queue Transfer(similar to DMA). It loses 15 to 20 FPS but it runs smoothly. Is there any way to implement double buffering without losing FPS?
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I will test on Hardware tomorrow i know i could help with some the math to speed it up using sh4 math.. Thanks for sharing :)
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thank you very much for testing on real hardware and helping me to identify the error. I already saw the issue on Github and I will work to fix it! Thanks for the support, I started programming on Dreamcast 2 weeks ago and being able to learn from one of the best is priceless
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Maybe you can render directly on the VRAM framebuffer and switch between buffers directly. This avoids costly RAM to VRAM copy operation.
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It makes sense. I should write the buffers directly in VRAM then use vid_set_start to change the offset of the main framebuffer to the new filled framebuffer. I will test this. Thank you!
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thanks for the suggestion, i joined simulant discord recently
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