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Diary

The four Cream-members report about their scene activities...


Sep 5, 2006
Ultra

cool... that two optimisation kick ass... ;) but i found some more... infinite loop ;)

Sep 4, 2006
Ultra

i started to do the optimisation i planned on friday... well the 100 rasterlines thing is not 100% correctly...it wa was only round about 68... i could drop down it to to 27 now... that's more than i expected... but it's almost done... only one smaller bug i will trace down tomorrow...

so after this is done i will to the bigger optimisation change... but will not be that effective like the one today.. but anyway

Sep 1, 2006
Ultra

today i checked some routines how much clockcylces they need... not the efx itself more the routine beside...
and i was shocked... one routine which is running in all efx needs round about 100 rasterlines in 2 or 3 vbls...hm that's quite much... that can be done much faster...

also a second routine which is used really much can be speeded up...i have to change round a 17 effects for that... but that will be a bit of work anyway i will do that...

so i my job in the next days will be to optimise that two things... a bit of work but i guess i can gain...maybe ok depends on the effect but on screen maybe 8 to 12 lines more...


hm to check how many clockcycles a routine needs is really nice with steem... when you use the debug version of steem and in the boiler room switch to timing display...there is shown the current clockcylce count...so just set some breakpoints between the start and end... and sub the values...

i was testing a bit with instruction pairing...but not sure if steem handles this all correctly... i know of some examples where it doesn't work ... anyway i could speed up some efx with that... but no brainblasting speed up...

Aug 25, 2006
Ultra

hm guess what ;) again optimising today... hm i recognised i don't use all regs in many effects that will save some time... hm round about 80 clockcyles per line in many effects... anyway not much... but kleinvieh macht auch mist ;)

stay tuned...

Aug 20, 2006
Ultra

today was bugfixing day... the mainpart is now nearly bug free... ok nearly ;) only 2 or 3 are left...

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