5 ms·
Wasn't that because it had compiler optimizations disabled, due to a bug in the compiler that was subsequently fixed after the initial cartridge release?
by jbay808 5y ago
Wasn't that because it had compiler optimizations disabled, due to a bug in the compiler that was subsequently fixed after the initial cartridge release?
- jsiaajdsdaa 5y agoNo, it wasn't compiler flags. Put simply, there are too many objects on the screen in that particilar part of the level, and the engine has wasteful code that computes a certain piece of physics three times for every object on the screen iirc, among other things
- ed25519FUUU 5y agoThat’s particularly why performance in dire dire docks was bad, but Kaze goes WAY beyond just enabling -O2 in the compiler.
- mcronce 5y agoIt wasn't the only reason, but -O0 was a contributing factor. -O2 alone improves things, but doesn't bring the frame rate in DDD up to 30