2004-05-11, 18:25
hello.
i've a little question, just curious...
the xbox have a specific hardware : pentium iii with
a specific g-force chipset and a specific dsp/sound
processor, like all game console, wich is the great difference
between pc : hardware is know and specific.
do you, in xbmc, use this information to do hardware
specific optimisation in assembler code ?
it's a little hard to realy do this kind of optimisation when you
make a pc program, beacause you'll never know what will be
the hardware, so you're obliged to used "standard" interface
like directx, wich will acces to the drivers.
this is of course very usefull, but add more and more software
layers.
in the xbox, you don't have this problem, the hardware is
know and specific, which mean you can, in theory, make
a very optimised code, accessing directly to the hardware,
and using all the possibility you have with it (sse/mmx
instruction for the piii for example, used of the dsp/
processor sound wich is know, directly acces/control the
video chipset) ?
so, my question is, do you do this kind of things ?
when you import/used video/audio codec, for those wich
sources are provided, do you make specific piii optimisation
of these ? which may, maybe, improve the display capacity
of xbmc. i mean, having the hardware know, in theory, you
may be able to play with xbmc, video wich may be a little
hard to play in a standard pc with a piii 700mhz. you can't
also of course make miracles, and being able to play a video
a pc with a piv 3ghz will still just be enoug to play !!!
if you don't do this kind of optimization, is there a reason
why ?
i've a little question, just curious...
the xbox have a specific hardware : pentium iii with
a specific g-force chipset and a specific dsp/sound
processor, like all game console, wich is the great difference
between pc : hardware is know and specific.
do you, in xbmc, use this information to do hardware
specific optimisation in assembler code ?
it's a little hard to realy do this kind of optimisation when you
make a pc program, beacause you'll never know what will be
the hardware, so you're obliged to used "standard" interface
like directx, wich will acces to the drivers.
this is of course very usefull, but add more and more software
layers.
in the xbox, you don't have this problem, the hardware is
know and specific, which mean you can, in theory, make
a very optimised code, accessing directly to the hardware,
and using all the possibility you have with it (sse/mmx
instruction for the piii for example, used of the dsp/
processor sound wich is know, directly acces/control the
video chipset) ?
so, my question is, do you do this kind of things ?
when you import/used video/audio codec, for those wich
sources are provided, do you make specific piii optimisation
of these ? which may, maybe, improve the display capacity
of xbmc. i mean, having the hardware know, in theory, you
may be able to play with xbmc, video wich may be a little
hard to play in a standard pc with a piii 700mhz. you can't
also of course make miracles, and being able to play a video
a pc with a piv 3ghz will still just be enoug to play !!!
if you don't do this kind of optimization, is there a reason
why ?