As opposed to rendering sprites “on the fly”, which I have some experience with rendering on an #fpga, I’m having a hard time imaging how something like the #ps1 #gpu could push thousands of triangles, even tens of thousands, per frame, using a (presumably single-ported) framebuffer without massive contention.
Like, with a 50MHz clock and memory access, and a 320x240 active drawing area, I can’t figure being able to draw more than, say, 3000ish triangles per frame, assuming a moderate triangle area of about 20px.
Of course, that would be overkill for my little hobby projects, but was that the usual practical limit for textured triangles per frame on the PS1? Around 3000? 🤔
And I’m not even counting the contention during scanning out to the TV…