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What I'm really curious to know is at what effective screen resolution it will have sufficient power to update every pixel on the screen in a single frame (assu
by wbhart 6y ago
What I'm really curious to know is at what effective screen resolution it will have sufficient power to update every pixel on the screen in a single frame (assuming you are using assembly language and true graphics, not a character mode), with enough CPU cycles left over to do some computation.
- jhallenworld 6y agoWith an 8 MHz 6502? It's around 15 cycles per byte for memcpy, so 500KB/s of data. At 60 Hz frame rate, that's 8KB- so 64x128 for byte per pixel, or 256x256 for a bit per pixel.
- deleted 6y ago[deleted]
- wvenable 6y agoThe GPU supports multiple tile layers and has 128 individual sprites so updating every pixel on the screen in a single frame is unlikely to be how you use it. This is in style of 8-bit machines that had hardware sprite support and tiles graphics rather than treating the display as a flat framebuffer.
- wbhart 6y agoSure. It's just nice to know what the limitations are in that regard. Some demos for the Atari 8 bit machines for example did use them that way by lowering the resolution sufficiently far and then writing really tight assembly language. So I was just interested in comparing on that basis.
- KingOfCoders 6y agoMe too, I love plasmas.