by piotr5 » Sun Jun 07, 2015 11:27 am
I can't say much about what fpga is capable of. but just do the math: a resolution of 1280x1024, 1280 kilo-pixels. at 32-bit colour consumes 15Mbyte per frame. epiphany can only transfer 1Gigabyte/s, that's about 68 frames per second. so while you'd be able to use epiphany for directly writing the frames to be displayed, I'm afraid textures have a higher resolution in total since gpu will scale them down. I suppose it is possible to write a game running on parallella with lots of details and physics and such, but it wont suffice to port an existing game over to epiphany. as you said, some stuff like light and shading needs to be implemented in fpga. so if you plan to release a game for parallella, you need to distribute it on sd-compatible memory which boots into the game and uploads a custom fpga image, you need to master programming of all these things. of course you can turn valuable fpga space into memory, but why not use the 1Gb chip provided?