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I'm very new to 3DS homebrew development, but I'm surprised at the performance of the gpusprites example. Unedited, it can only do around 750 sprites without lagging on my old 3DS. If I edit the example to enable stereoscopic 3D and draw the sprites once for each screen side, it can obviously only draw half that number before it starts to lag. I know the old 3DS is pretty weak, but is this all it can do? Should I be expecting much less out of this system, or is better performance somehow possible? (Somewhat related, could a tiling system be implemented feasibly using sprites or something else in this library?) Thanks!
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Anyone who might be able to steer me in the right direction here? I'm very much thinking that the way I'm using the library is slow. I've tried looking for examples on efficient usages of the library but am coming up short.
Should probably update this - since my last comment, I figured out that the size of the sprites drawn plays a big factor in performance (scaling not really mattering, it seemed like). Drawing many 16x16 tiles (two triangles each) is not near of a performance impact as I originally thought after seeing the gpusprites example. I'll close this issue.
I'm very new to 3DS homebrew development, but I'm surprised at the performance of the gpusprites example. Unedited, it can only do around 750 sprites without lagging on my old 3DS. If I edit the example to enable stereoscopic 3D and draw the sprites once for each screen side, it can obviously only draw half that number before it starts to lag. I know the old 3DS is pretty weak, but is this all it can do? Should I be expecting much less out of this system, or is better performance somehow possible? (Somewhat related, could a tiling system be implemented feasibly using sprites or something else in this library?) Thanks!
The text was updated successfully, but these errors were encountered: