Q3A and RTCW don't take advantage of SMP on Linux yet. I have some patches
that need to be applied and a bit of testing to do first. Things got
delayed, but I'm still planning on releasing this.

regards

TTimo

--
Linux technology contract - Id Software inc.

On Mon, 11 Mar 2002 20:10:50 +0000
Andrew James Richardson <[EMAIL PROTECTED]> wrote:

> Hello there,
>   I have just finished parrallelisation of Mesa vertex transformation and 
> found that as the Vertex buffer is quite small (~100 verticies to the nearest 
> order of magnitude) twhen using SMP vertex transformation you get no 
> noticable performance gain because of the parrallelisation overhead. If the 
> vertex buffer was larger ~1000 parrallelisation would be advantagous.
> Im now writing an interface layer that passes all ogl routine calls to 
> another thread, there by running OGL on one thread and the client on another.
> This should improve performance on Q3A and other games like that.
> 
> The other thing that got me thinking was this: I went the the ideal home 
> exhibition in London over the w/e and got sight of the new I-macs; they 
> aparently don't use vesa drivers for thier desktop, but use the 3D engine 
> instead. This got me thinking about the console DRI port that some-one has 
> already done. If you can get DRI to run from the console, would it be 
> possible to write and X driver using OGL/DRI (I know that this may defeat the 
> idea of DRI, but then again it may not....). Have people like Keith, Brian 
> and Daryll got any idea if it will run any faster/slower than vesa/svga 
> drivers and if any 3-D like special effects would be easy to encorperate into 
> the OGL X driver.
> 
>       Thanks for your time
> 
>               Andy
> 
> _______________________________________________
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> 

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