Follow-up Publication Released on the Engine Optimizations Found in Doom 32x Resurrection

Victor Luchitz has released a short paper discussing how he applied an adaptive data caching architecture to Doom 32x: Resurrection and sped up the games rendering pipeline by 30%.  This is a follow up to his previous release about renderer, coding and platform optimizations.  The paper also includes a a nice overview of the Sega 32x’s hardware storage types and compares their performance.

Link: Engine optimizations, part 2

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