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uxn thoughts 

I wish we (as a community) had benchmarks for performance of uxn on various old hardware. It would be helpful to know, in particular, the performance of sprite drawing & pixel drawing on various platforms.

I think that if we're developing uxn software with old hardware in mind, it doesn't make a whole lot of sense that we're all(?) doing it on super-fast computers made in the last 20 years. It lowers our odds of what we make being able to run on actual old hardware considerably.

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uxn thoughts 

@tty I agree! I wish more people would be developing on low powered ARM devices. You know instantly when something is poorly optimized.

In general, most software seems to be developed by programmers with top-of-the-line hardware, perpetuating that threadmill of buying new gear to have access to actively maintained software.

uxn thoughts 

@tty Testing on NDS is fairly easy and a good support target that is accessible without too much uxntal optimization. Ideally the GBA should be the gold standard.

uxn thoughts 

@neauoire ha, for some reason NES and GB original are my personal ideas of min. hardware

uxn thoughts 

@neauoire @tty make a uxn emulator that wastes a bunch of time between each cycle

uxn thoughts 

@neauoire I was thinking we could do something kind of like Firefox's dev tools, which includes a way to simulate various network conditions (2g, 3g, packet loss, etc). We could build clock and draw limiting tools into an emulator, which might help, but of course wouldn't capture the idiosyncracies of each specific platform. (e.g. I think pixel draws on an NES will be horrifically slow)

uxn thoughts 

@neauoire exactly. the silicon valley effect

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