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- Newsgroups: comp.sys.amiga.graphics
- Path: cix.compulink.co.uk!usenet
- From: jralph@cix.compulink.co.uk ("Jolyon Ralph")
- Subject: Re: AB3D II beats Quake....
- Message-ID: <DpoyBD.L4w@cix.compulink.co.uk>
- Organization: Compulink Information eXchange
- References: <2158.6665T922T1444@mbox.vol.it>
- Date: Thu, 11 Apr 1996 09:28:25 GMT
- X-News-Software: Ameol32
-
- > The problem is that, with no doubt, the standard SVGA solution is the
- > most inadapt possible to games/demos.
-
- 95% of games nowdays are designed for chunky SVGA style displays. And
- most of the demos I've seen recently seem to involve doing bizare things
- with copper screens or blitter screens, things which would be so much
- easier and faster to do on a 320x240x16bit SVGA chip mode.
-
- > If you wish normal SVGA chips (like in the Amiga GfxBoards) then I reply
- > that they're more obsolete than AGA. If you wish games/demos programmed
- > through an API/OS, then I invite you to have this experience, to
- > understand
-
- We do need an API to allow for future use, but certainly we don't need to
- support the lowest modes on all SVGA chipsets. If (for example) an S3
- chipset was included as standard, then the API should give lowlevel
- access to all the features available on the S3. Future gfx cards for the
- Amiga would then have to provide at least the functionality of that S3
- chip in order to be compatible - which would be no bad thing.
-
- But you're right. Games would be no good at all if we had to support
- every old Picasso II board, GVP spectrum, etc. out there....
-
- Jolyon
-