mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-14 15:00:30 +02:00
Measured on a PSP (pspautotests gpu/timing/blittiming), a full-screen blit from an unswizzled texture costs what the texture fetch costs: 16-bit formats half of 32-bit, VRAM a fifth of RAM, and rectangles wider than ~128 texels ~7.5x as much as narrow strips, from texture cache thrashing. Framebuffer format, filtering and blending don't matter. Ys I & II draws its movie as one full-width sprite from a 565 texture in RAM, which takes 33ms - that, not the decode, is what holds it to 30 fps. All of the ME and GE costs speed up with the clock (2/3 as long at 333/166), since the whole system runs from the one PLL. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>