So recently I have been doing some tinkering with one of the things that made my middleschool less stressful. My gameboy advance. By tinkering, I mean actually programming it. Surprisingly enough, I have a load of articles and documentation on each of the features that the AGB has. Of course, my OpenGL experience had 99% of my problems learning hidden away and 1k google searches later actually finding the solution, but that is digressing.
After seeing how good the AGB is at actually accomplishing its game-related tasks, looking to program games on the computer seem like a real laugh. The AGB has 96kib of video memory (240x160 native res), uses color lookup palletes, and a whopping 16.78MHz processor. Fun fact is it is coded in ASM, C, (not recommended cuz overkill) and C++. One of the questions that I want to bring up is how come AGB can make fantastic games, such as pokemon, but the modern games we have today, which are 2D, have performance issues? (Keep in mind the AGB isn’t the most powerful thing)
By the last paragraph, I want to ask, how far have we abstracted? Along with this, in terms of shading, do we really need all the power we have today to represent our stuff?
An example of the last sentence is at 0x6000000 our VRAM stops until VRAM + 96kib. You draw directly into this field, which can be double buffered, instead of having OpenGL iterate through every pixel.
The goal for this post was to see what the community thinks about graphics performance and how much we abstract things. Anything related is great