Please ignore the conversion speed results for this test - there's clearly a bug in the calculation for 24-bit pixels (forgot to divide by bytes per pixel there, hence 3x expected). Besides, only the read / write / copy to and from VRAM give the actual bus performance estimates.
@Cass,
Well, that figure you calculate for 800x600x16 assumes that you are basically copying every frame from fast ram to video ram, which I strongly doubt. Only movie players would need to do this.
I would expect any well written 2D tile based games to cache background stuff as bitmaps (where transparency is not an issue) and only refresh the areas of the display where stuff happens.
Even scrolling (without using a superbitmap approach) should only amount to a blit of the remaining visible background area and then an update of all the smaller areas that have changed / been uncovered. I've experimented with this basic idea on the bvision and can confirm that its fast, even on 040.
-edit-
Back on the bus speed issue, here are some results for the local bus on a BlizzPPC 060 @ 50MHz + BVisionPPC:
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Surface width: 640, height: 480, modulus: 0
Surface hwWidth: 640, hwHeight: 480
Test data pixel format
Bytes : 2, endian native
Bits : A[ 0] R[ 5] G[ 6] B[ 5]
Offsets : A[ 0] R[ 11] G[ 5] B[ 0]
Maxima : A[ 0] R[ 31] G[ 63] B[ 31]
Window pixel format
Bytes : 2, endian native
Bits : A[ 0] R[ 5] G[ 6] B[ 5]
Offsets : A[ 0] R[ 11] G[ 5] B[ 0]
Maxima : A[ 0] R[ 31] G[ 63] B[ 31]
Read RAM : 38652.13 K/sec
Write RAM : 37944.66 K/sec
RAM->RAM : 16699.80 K/sec
RAM->RAM[16] : 21980.19 K/sec
Read VRAM : 5708.84 K/sec
Write VRAM : 17526.77 K/sec
RAM->VRAM : 12143.51 K/sec
RAM->VRAM[16] : 11964.10 K/sec
VRAM->RAM : 4606.52 K/sec
Conversion : 12121.21 K/sec [output bandwidth]
Conversion attained 99.81% copy speed
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