"TheEndless" wrote:
As you already noted, a manual settings change requires a reboot, so I'm not sure why you'd think it was software and not hardware... ?
What I'm hoping is that the long reboot is only required for something as extensive as switching the entire interface to a different resolution. But if the box only needs to switch to low-res for the duration of roImageCanvas' life, without loading new interface elements, settings, etc., then I'm hoping the change can happen much quicker, and that it can happen from software & revert back to HD once the application ends.
Point is, clearly the Roku hardware can run full-screen at an SD resolution. So my question isn't whether the hardware is capable of this; it's whether the SOFTWARE is capable of triggering it when desired. It's a question I don't have an answer to, but I'm guessing the Roku engineers do.
I don't know how interested the Roku folks are in adding games to the Content Store, but I've gathered hints (anyone else take last month's Roku User Survey?) that it's something that's at least being considered. However, Roku games need to be compatible with both SD & HD sets. And anything beyond turn-based play requires a certain level of consistency in timing between the resolutions, for gameplay balance. So if Roku IS considering making the box more game-friendly, then I would imagine this is an issue they would be keen to look into.
"kbenson" wrote:
There are techniques (hacks) to mitigate the problem, and you can find hints about how to use them effectively in prior threads. In short, you use multiple canvas objects.
I do know about this trick. And while it would be tricky for my current game, it's not entirely impossible. However, the biggest problem is that this game is first-person-perspective. So even if I can optimize some screen redraws, there are a number of times where the entire screen changes, so there will still be many key points where the entire game will slow to a crawl.
"kbenson" wrote:
Have you tried shipping with two background images, one for SD and one for HD to see if a non-scaled HD image yields better performance? Sometimes it's little actions you don't expect to be problematic that cause the most trouble.
I probably can't implement that for this current game, because I'm maxing out my 500kb file limit with the current graphics; there's no way I could include full-HD-res images. But now you've got me really curious about how much of a performance hit the rescaling causes! :? I need to do some tests...