On Sun, Dec 04, 2005 at 07:27:29PM -0700, Jesse Allen wrote:
Is Starcraft really that slow? How does this compare with using DGA?
Nothing can beat DGA (actually DGA2 as you would need depth change to go to 8 bit colours to run StarCraft) in raw speed as it is the method which does copy the less memory over.
This patch seems similar to glSDL where it wraps SDL's 2d API to OpenGL. The good thing about this it can provide acceleration and not require root like DGA. The bad thing with this idea is that it can't be used on older video cards or even some newer ones that lack proper direct rendering.
The problem is not direct rendering, it's more 'basic' OpenGL acceleration.
Am I correct that even when just doing depth conversions, without direct rendering it will still be slow?
If you have accelerated OpenGL rendering but without direct access, I think that it should still be faster than the current method (as you would 1) move less data over the GPU bus and 2) do less CPU computation on a big amount of data).
Lionel