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- Newsgroups: comp.sys.amiga.hardware
- Path: admaix.sunydutchess.edu!ub!dsinc!scala!news
- From: dave.haynie@scala.com (Dave Haynie)
- Subject: Re: Amiga vs. PC
- Sender: news@scala.scala.com (Usenet administrator)
- Message-ID: <1996Mar7.235205.11430@scala.scala.com>
- Date: Thu, 7 Mar 1996 23:52:05 GMT
- Reply-To: dave.haynie@scala.com (Dave Haynie)
- References: <4glavu$dlq@hasle.sn.no> <oj6viksh27w.fsf@hpsrk.fc.hp.com> <4h1vmj$fg3@fbi-news.Informatik.Uni-Dortmund.DE> <1996Feb29.191743.8528@scala.scala.com> <4h7gic$89h@northshore.shore.net> <1996Mar5.164851.7642@scala.scala.com> <4hkl2h$mqk@northshore.shore.net>
- Nntp-Posting-Host: gator
- Organization: Scala Computer Television, US Research Center
-
- In <4hkl2h$mqk@northshore.shore.net>, farren@shore.net (Mike Farren) writes:
- >dave.haynie@scala.com (Dave Haynie) writes:
-
- >>>I surely do wish that somebody, somewhere, would do a chipset that
- >>>combined the Amiga's flexibility with the PC's raw power.
-
- >>Just where do you find the Amiga so much more "flexible" over
- >>something I can buy off the shelf today?
-
- >Integration. The ability to get the system to do what you needed
- >*and* have a reasonable expectation that your app would work on
- >all of the available systems without requiring 40-gazillion different
- >drivers, with a fair chance that in three months, there will be
- >new cards out there that will not run your stuff.
-
- That's not what I'm talking about. My premise is that there exist
- graphics & sound devices, in standard PCI bus interface form (eg,
- they're on the PC) that totally blow away the Amiga's
- equivalents. That's not to say that PCs can, or ever will, be able to
- take full advantage of this kind of hardware.
-
- >A reasonable base OS to work from, so you don't need to go to the
- >metal to accomplish what should be simple tasks. A flexible OS
- >structure, so that changes are possible without major heartache.
-
- That is exactly what I have been saying: the AmigaOS is vastly
- superior in a number of ways to anything on the PC. It'll remain this
- way when driving hot new graphics chips, and it can even change to be
- able to support these better. That's not likely to happen on the PC,
- since no one's controlling HW and SW. Things, in practical terms, tend
- to stall at the level of Windows API, or the amount of custom
- programming any company feels like doing, no matter what's currently
- possible.
-
- >Very easy methods to do things like sprite manipulation, page
- >flipping,
-
- Sprites are not a big thing these days, 3D and more general object
- manipulation support in hardware is rendering them a thing of the
- past, beyond the obvious mouse pointer use (just because it's fairly
- easy to implement).
-
- >screen mode changes without resetting the video system,
-
- That works on the Amiga simply because every screen mode is based on
- the same pixel clock. You can have the same on any graphics chip
- hardware if you don't change the pixel clock between graphics
- modes. And that's possible -- most modern SVGA chips have programmable
- scan rates like ECS and AA, many have pixel clock dividers independent
- of the PLL (how you get 35ns, 70ns, and 140ns pixels on the Amiga
- today). If you're going to have a flexible system, though, you really
- want a pixel clock synthesizer. That's going to cause a jump when you
- change pixel clocks; this was going to be true on AAA as it is on most
- PC graphics devices today (though on AAA, we could support four
- independent PLLs at once, so smooth changes at a given resolution were
- possible, although fairly expensive to actually implement).
-
- >display synchronization,
-
- Every SVGA chip on the market can give you a vertical blanking
- interrupt, but most PC OSs don't use it. Of course, they never really
- think in multimedia terms there.
-
- >You underestimate the usefulness of sprites. It's nice to not
- >have to worry about the things you must worry about if you're
- >doing sprites on a non-sprite system.
-
- These are "worries" best left to the OS. If the OS is designed
- properly, you're not going to know the difference. 3D support
- certainly helps here too, since you can have some real depth concept,
- rather than the fairly primitive prioritization levels of sprite
- systems.
-
- >No argument. But then, that wasn't ever what I was saying. I bow
- >to none in my liking for the Amiga - but I've been working with PCs
- >for the last couple of years, and for new work, wouldn't go back.
- >But still, I can dream - and my dream has PC technology mated
- >with Amiga levels of integration, and it's a nice dream, I'll
- >tell you.
-
- When you're talking integration between the graphics and the OS,
- you'll have that on the Amiga, no matter what kind of graphics it's
- driving. Anyone using PC-industry parts to build computers doesn't
- necessarily have to use any arbitrary PC-industry part to build that
- computer, just a selected one, or perhaps some minimal level of
- functionality. That's a significant advantage over PCs, which have to
- deal with anything you throw at them.
-
- >And I don't think I'm the only one - what else is the BeBox all
- >about?
-
- That's 100% software, really. Other than not having to deal with the
- whole history of CGA, VGA, and SVGA (the GXE64 card they're supporting
- today is a fairly reasonable 64-bit DRAM-based SVGA card, with
- blitter, 8 to 24-bit bits/pixels, high resolution, programmable
- display rates, etc), they're not really doing fancy stuff with
- hardware selection. Which is probably appropriate for a system at the
- desktop PC level. When you're talking about lower-end, game and
- multimedia oriented systems like the Amiga, you can be more selective
- about the hardware you want to support.
-
- Dave Haynie | ex-Commodore Engineering | for DiskSalv 3 &
- Sr. Systems Engineer | Hardwired Media Company | "The Deathbed Vigil"
- Scala Inc., US R&D | Ki No Kawa Aikido | info@iam.com
-
- "Feeling ... Pretty ... Psyched" -R.E.M.
-
-