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sd:sd-8516_ppu [2026/05/18 07:02] appledogsd:sd-8516_ppu [2026/05/18 16:08] (current) appledog
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 * Up to 5600 sprites //per frame// at 30fps * Up to 5600 sprites //per frame// at 30fps
  
-Now, if you reserve 50% of your game for logic, that's 1024 sprites per frame at 60fps. The SNES could do 128 (but only 32 per scanline). This result places us firmly in the super-high end early 90s arcade board territory; Sega Y board (1988) was the first board to crack the 2000 barrier, while even later boards like the SNK Neo Geo (1990) were hardware limited to 381 sprites. It was boards like this that enabled the superscalar arcade games of the 90s. Having a microcomputer with this kind of graphics powerhouse would have been the dream of every microcomputer afficionado in the 80s/90s.+//Note: The C version trebles these numbers, reaching over 7,000 sprites per frame without trying to optimize the benchmark loop.// 
 + 
 +Now, if you reserve 50% of your game for logic, that'a minimum of 1024 sprites per frame at 60fps. The SNES could do 128 (but only 32 per scanline). This result places us firmly in the super-high end early 90s arcade board territory; Sega Y board (1988) was the first board to crack the 2000 barrier, while even later boards like the SNK Neo Geo (1990) were hardware limited to 381 sprites. It was boards like this that enabled the superscalar arcade games of the 90s. Having a microcomputer with this kind of graphics powerhouse would have been the dream of every microcomputer afficionado in the 80s/90s.
  
 //And don't knock 30fps. There is also some value to 30fps. Games like Teenage Mutant Ninja Turtles (NES, 1989), Ghosts 'n Goblins (NES, 1986) and Contra Force (NES, 1992) ran internally at 30fps. Even SNES games like Return of Double Dragon, or N64/PS1 games (ex. Super Mario 64) would run at 30fps. Other famous 30fps games include Ocarina of Time (N64, 1998), Soul Reaver (PS1, 1999), Resident Evil, Tomb Raider and GoldenEye 007. These were great, legendary games; Sometimes 30fps is ok. 45fps is definitely OK.// //And don't knock 30fps. There is also some value to 30fps. Games like Teenage Mutant Ninja Turtles (NES, 1989), Ghosts 'n Goblins (NES, 1986) and Contra Force (NES, 1992) ran internally at 30fps. Even SNES games like Return of Double Dragon, or N64/PS1 games (ex. Super Mario 64) would run at 30fps. Other famous 30fps games include Ocarina of Time (N64, 1998), Soul Reaver (PS1, 1999), Resident Evil, Tomb Raider and GoldenEye 007. These were great, legendary games; Sometimes 30fps is ok. 45fps is definitely OK.//
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 == Conclusion == Conclusion
 A decent tile and sprite engine is the foundation of an 80s/90s console PPU and of a high end arcade board. Extensive testing must be done before I can come back and add anything to this. But, there are a few little things that may prove useful, i.e. flip transforms. As it stands, the PPU is considered ready for testing in the main system. A decent tile and sprite engine is the foundation of an 80s/90s console PPU and of a high end arcade board. Extensive testing must be done before I can come back and add anything to this. But, there are a few little things that may prove useful, i.e. flip transforms. As it stands, the PPU is considered ready for testing in the main system.
 +
 +^ VC-4 ^ 2026 ^ 50,000+ ^
 +| Sega Saturn (2D) | 1994| ~5,000–8,000 |
 +| PSX (2D mode) | 1994 | ~4,000 |
 +| Sega Y Board (Galaxy Force II) | 1988 | ~2,000|
 +| 3DO | 1993 | ~1,500–2,000 (no formal limit) |
 +| Sega System 32 | 1990 | ~1,000 |
 +| Neo Geo MVS | 1990 | 381 |
 +| Capcom CPS-1 (Street Fighter II) | 1988 | 256 |
 +| Sega System 16 (Outrun) | 1986 | ~128 |
 +| NES | 1983 | 64 |
 +
 +Nothing touches the VC-4.
 +
 +
sd/sd-8516_ppu.1779087727.txt.gz · Last modified: by appledog

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