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pokoko said:

He also revealed that the previous code was bad and was a just copy reference from the hardware documents. “It was pretty bad. Pretty much a copy of the reference code from HW docs, evaluated in full per fragment with a memcpy at the end,” he tweeted.

“(plus an awful memory access pattern; I needed to restructure things to write full cache lines),” he continued, referencing his approach towards tiled rendering.

[memcpy is a C++ function that is used to copy the values of bytes from source to the memory block pointed by the destination.]


That could partionally explain the big gap in quality/performance between first party titles like KZ SF, Infamous SS and shoddy ports like Thief, Amazing Spider Man, etc.. Goes for both consoles, really. Early in the system's life third party devs are a bit in the dark when it comes to these things. This CPU optimization will probably benefit first party games like U4 long before third party devs get a grip on it.