F3DEX3
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Performance Results

Philosophy

The base version of F3DEX3 was created for RDP bound games like OoT, where new visual effects are desired and increasing the RSP time a bit does not affect the overall performance. If your game is RSP bound, using the base version of F3DEX3 will make it slower.

Conversely, F3DEX3_LVP_NOC matches or beats the RSP performance of F3DEX2 on all critical paths in the microcode, including command dispatch, vertex processing, and triangle processing. Then, the RDP and memory traffic performance improvements of F3DEX3–56 vertex buffer, auto-batched rendering, etc.–should further improve performance from there. This means that switching from F3DEX2 to F3DEX3_LVP_NOC should always improve performance regardless of whether your game is RSP bound or RDP bound.

Performance Results

These are cycle counts for many key paths in the microcode. Lower numbers are better. The timings are hand-counted taking into account all pipeline stalls and all dual-issue conditions. Instruction alignment after branches is sometimes taken into account, otherwise assumed to be optimal.

Vertex / lighting numbers assume no special features (texgen, packed normals, etc.) Tri numbers assume texture, shade, and Z, and not flushing the buffer. All numbers assume default profiling configuration. Empty cells are "not measured yet".

F3DEX2 F3DEX3_LVP_NOC F3DEX3_LVP F3DEX3_NOC F3DEX3
Command dispatch 12 12 12 12 12
Small RDP command 14 5 5 5 5
Vtx before DMA start 16 17 17 17 17
Vtx pair, no lighting 54 54 81 79 98
Vtx pair, 0 dir lts Can't 64
Vtx pair, 1 dir lt 73 70 96 182 201
Vtx pair, 2 dir lts 76 77 103 211 230
Vtx pair, 3 dir lts 88 84 110 240 259
Vtx pair, 4 dir lts 91 91 117 269 288
Vtx pair, 5 dir lts 103 98 124 298 317
Vtx pair, 6 dir lts 106 105 131 327 346
Vtx pair, 7 dir lts 118 112 138 356 375
Vtx pair, 8 dir lts Can't 119 145 385 404
Vtx pair, 9 dir lts Can't 126 152 414 433
Light dir xfrm, 0 dir lts Can't 95 95 None None
Light dir xfrm, 1 dir lt 141 95 95 None None
Light dir xfrm, 2 dir lts 180 96 96 None None
Light dir xfrm, 3 dir lts 219 121 121 None None
Light dir xfrm, 4 dir lts 258 122 122 None None
Light dir xfrm, 5 dir lts 297 147 147 None None
Light dir xfrm, 6 dir lts 336 148 148 None None
Light dir xfrm, 7 dir lts 375 173 173 None None
Light dir xfrm, 8 dir lts Can't 174 174 None None
Light dir xfrm, 9 dir lts Can't 199 199 None None
Only/2nd tri to offscreen 27 26 26 26 26
1st tri to offscreen 28 27 27 27 27
Only/2nd tri to clip 32 31 31 31 31
1st tri to clip 33 32 32 32 32
Only/2nd tri to backface 38 38 38 38 38
1st tri to backface 39 39 39 39 39
Only/2nd tri to degenerate 42 40 40 40 40
1st tri to degenerate 43 41 41 41 41
Only/2nd tri to occluded Can't Can't 49 Can't 49
1st tri to occluded Can't Can't 50 Can't 50
Only/2nd tri to draw 172 165 168 165 168
1st tri to draw 173 165 168 165 168

Tri numbers are measured from the first cycle of the command handler inclusive, to the first cycle of whatever is after $ra exclusive. This is in order to capture the extra latency and stalls in F3DEX2.

Vertex processing time as reported by the performance counter in the PA configuration.

  • Scene 1: Kakariko, adult day, from DMT entrance
  • Scene 2: Custom empty scene with Suzanne monkey head with 1 dir light
  • Scene 3: Same but Suzanne has vertex colors instead of lighting (Link is still on screen and has lighting)
Microcode Scene 1 Scene 2 Scene 3
F3DEX3 7.41ms 2.99ms 2.22ms
F3DEX3_NOC 6.85ms 2.75ms 1.98ms
F3DEX3_LVP 4.12ms 1.59ms 1.48ms
F3DEX3_LVP_NOC 3.34ms 1.27ms 1.16ms
F3DEX2 Can't* Can't* Can't*
Vertex count 3557 1548 1548

*F3DEX2 does not contain performance counters, so the portion of the RSP time taken for vertex processing cannot be measured.