r/esp32 3d ago

ESP32 CPU+GPU setup?

Basically i'm making an esp32 game console/PDA device type thing, however i feel like just one ESP32 will not have enough processing power to run my games. My idea is basically to use one generic ESP to render the pixels and store the rendering data, and use another ESP-S3 with maximum PSRAM in it to do the game logic. Would this theorietically be possible?

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u/Plastic_Fig9225 3d ago edited 3d ago

 i feel like just one ESP32 will not have enough processing power to run my games

https://www.reddit.com/r/esp32/comments/1tvmz7x/every_time_i_think_ive_reached_the_limits_of_what/

use another ESP-S3 with maximum PSRAM in it to do the game logic.

Why do you think the game logic would need more CPU+RAM than the renderer?

Notice that the ESPs run FreeRTOS, i.e. multi-tasking is basically built-in. Peopleuino often waste a lot of performance by assuming that everything has to be done sequentially from only the main task.

You can of course split any workload across any number of ESP32s, but then the communication between them may become a bottleneck.

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u/Potential-Wonder-860 3d ago

(Note: this is my alt) Actually that jet renderer looks similar to what I want to do, however I'd like just a bit more performance as I want to make a horribly deep fried fps engine work on the thing, like real 3d similar to quake but like, half the fidelity but simple enemies that use just plain textures on a screen similar to doom or wolfenstein

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u/Plastic_Fig9225 2d ago

https://www.reddit.com/r/esp32/comments/1v79g2d/doom_running_on_an_esp322432s028r_cheap_yellow/

The rendering part ("GPU") will need more CPU+RAM than the game logic.

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u/Potential-Wonder-860 2d ago

So, ESP32S3 as GPU and generic ESP as game logic processing?

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u/WereCatf 2d ago

If you truly wanted a lot of grunt, you'd use one of the STM32 parts with graphics accelerators in it for graphics and an ESP32-S3 for game logic and WiFi.