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- Newsgroups: comp.sys.amiga.programmer,comp.sys.amiga.games,alt.sys.amiga.demos,in,comp.sys.amiga.advocacy,comp.sys.amiga.hardware,comp.sys.amiga.misc,comp.sys.amiga.graphics
- Path: novice.uwaterloo.ca!douyang
- From: douyang@novice.uwaterloo.ca (Darwin Ouyang)
- Subject: Re: Possible loss of the Copper (was Re: AB3D II beats Quake....)
- Sender: news@novice.uwaterloo.ca (Mr. News)
- Message-ID: <Dp76BF.GyK@novice.uwaterloo.ca>
- Date: Mon, 1 Apr 1996 19:04:27 GMT
- References: <4iu7hb$utt@coranto.ucs.mun.ca> <4jmd7b$jdn@dole.uninett.no> <4jnmfe$cj1@harbinger.cc.monash.edu.au> <4jnsq0$9hd@nadine.teleport.com>
- Nntp-Posting-Host: novice.uwaterloo.ca
- Organization: University of Waterloo
-
- In article <4jnsq0$9hd@nadine.teleport.com>,
- Stephan Schaem <sschaem@teleport.com> wrote:
- >Bernd Meyer (bmeyer@bruce.cs.monash.edu.au) wrote:
- >: : Fabio Bizzetti (bizzetti@mbox.vol.it) wrote:
- >: : : You know how you can open a 1024*768 logical screen on Amiga, and scroll it on
- >: : : a 640*512 physical screen? 50 frames / sec scroll, with 0 CPU or AGA time.
- >: :
- >: : : On a SVGA the scroll would be 2 frames / sec, with 100% CPU and SVGA use.
- >: :
- >: *Grin* Then how do you explain the fact that my X-Server is running a
- >: 1400x1300 "logical" screen and is scrolling it over a 320x200, a 320x240,
- >: a 640x480, a 800x600 or a 1024x768 physical screen by just changing the
- >: (gasp) start of video memory address? With normally around 80 frames /sec
- >: scroll (I don't run with less than 80Hz vertical refresh ;-), and almost 0
- >: CPU time?
- >
- > Maybe he thinks svga card are limited to 512k? 1024x768 even in 8bit
- > need more then 512k so he would imagine that the data would be copied
- > via the CPU from main mem to the card via the isa bus? :)
- > What else could he be thinking when there is so many proof in the PC game
- > realm of horizontal, vertical, 8way smooth HW scroller.
-
- This is because most games do not use the accelerated features of today's
- modern SVGA video cards.
-
- For example, the ATI Mach64 has built in acceleration features to handle
- things like: fills, polylines, masking, sprites/hardware cursors, a
- blitter, scaling, and colour-space conversion(maybe not...?).
-
- The Matrox Millenium has accelerated features for the above as well as:
- Gourad Shaded 3D.
-
- The new Imagine 128 Series 2 has an entire DIB graphics engine
- implemented in hardware as well as texture mapping, MIP mapping, alpha
- blending effects, light sources, and other 3D features.
-
- This is why it is very easy to get a "1400x1300" virtual desktop on a PC
- that updates at better then 80 fps when running Linux with an accelerated
- X-Server, OS/2, or Windows/NT/95.
-
- Games are still primarily written for DOS, and thus cannot take advantage
- of hardware acceleration. (Except in some special cases. VESA Video BIOS
- extentions 2.0 for instance will allow a games access to a linear
- framebuffer that exceeds the 128k reserved for video between 640k and 1MB.
- This framebuffer is mapped into memory addresses way above anything in the
- system....my 2MB is mapped into the 3900 megabyte range by PCI. Have you
- played Duke Nukem 3D on a reasonably fast Pentium with accelerated PCI
- video? I can get somewhat better then 15-20 fps fullscreen at 800x600x256,
- and DN3D isn't even using the acclerated features of the video card other
- then linear framebuffer. This is just a Mach64 OEM 2MB DRAM for gawds
- sake. I'd like to see what a Matrox Millenium can do...)
-
- Darwin Ouyang
-
-
-