2048 cell single chamber FRAM. In this demo random values are written to random addresses. Scales pretty well as the more important addressing mechanisms are designed to use constant space rather than logarithmic. *** Added link to the R216K2A.
60hz
conv
electronic
fram
electronics
subframe
filt
Comments
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@megagate75 Or he cares more about my i7 4790 without the k although my GTX960 may probably not do much for improving TPT's performance.
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@QuanTech I may be wrong, but I think you can set the Max FPS by using the command tpt.setfpscap
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@Schmolendevice HOW do you get 400 fps?
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Ermahgerd! I've been really busy lately. But I'll find time to look at this!
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@Schmolendevice For the record, this isn't my vertical addresser. This one is a lot smaller and more scalable (see his save description).
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@LBPHacker Well, this simulation does run at a glorious 300 fps on full screen and up to 400 on small screen. I cannot really tell much about the difference between the overhead contribution of PSTN movement and particle scans unless I fill a screen and compare the fps while static to the fps with all particles moving back and forth each frame.
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I'm really fond of my laggy pistons, don't ruin my fun :P Also, nah, that' my own vertical addresser design. mark2222 seemed impresed by it on IRC.
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Also, I think someone has done this before, but it's possible to make a 60hz ctype randomizer using CLNE(SPRK). @k1773nguy Assuming a 32 by 512 cell single frame FRAM where 64 by 512 would cause too much lag, the limit may be around 49 kB when storing 3 bytes per cell. At least this doesn't exceed the addressing capability of a 16-bit addressing space.
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@LBPHacker And yay, it's out! Flashiness and lots of pretty PSTN jiggliness. :D But indeed, we still have that theoretical processing overhead of pushing 2048 pixels back and forth every frame... Definitely revolutionary and I believe you've incorporated mark2222's vertical addresser? But again, setting up to 2048 particle's x positions each frame. It's like a theoretical DTEC with tmp2 = 22 or 32...
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now we jsut need more memory (7mB) so we can store powder toy in powder toy