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Over the past few months, I’ve been working on reverse engineering the VIP, specifically how long it takes to draw any given scene. I’m now confident in my numbers, and ready to share them. I have compiled all the information into a webpage, including a few interesting examples from commercial games: https://skyfloogle.github.io/vip-timing/
This should be useful for emulator developers, and also for homebrew developers who want to know how much headroom they have.
I’ve implemented this into Red Viper. If you use the latest GitHub Actions build, the number of clock cycles needed to draw the current frame is displayed on the status bar (if enabled), marked with a V.

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