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- Path: informatik.tu-muenchen.de!fischerj
- From: fischerj@Informatik.TU-Muenchen.DE (Juergen "Rally" Fischer)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Amiga doesn`t need Pl
- Date: 25 Feb 1996 01:05:56 GMT
- Organization: Technische Universitaet Muenchen, Germany
- Distribution: world
- Message-ID: <4goclk$odk@sunsystem5.informatik.tu-muenchen.de>
- References: <john.hendrikx.4gpu@grafix.xs4all.nl>
- NNTP-Posting-Host: hphalle5.informatik.tu-muenchen.de
- X-Newsreader: TIN [version 1.2 PL2]
-
- John Hendrikx (john.hendrikx@grafix.xs4all.nl) wrote:
- : In a message of 20 Feb 96 Juergen "rally" Fischer wrote to All:
-
- : >> > JrF> But when it comes to games, I say: AGA is still very usable today
-
- : >> >How can you say that? What do you mean 'games'? I think your definiti
-
- : JrF> DOOM. DESCENT. On a A1200 with megaturbo cpu, it'll run not much slower
- : JrF> like on VLB + megaturbo cpu. Just because those games still need some
- : JrF> frames even on a megaturbo.
-
- : You're wrong. On A1200 with mega-turbo you spend a *FIXED* amount of time
- really ? what is wrong ?
-
- : doing 'copying' (C2P). No matter how fast your CPU is this time is always
- : there, so if you use a 320x240 screen it will never go faster than a fixed FPS
- : rate even if your mapping stuff takes 0 cycles. This gets far worse for
- : 640x480 screens (which is quite doable on a fast clone).
-
- yes. so what ? lets assume a 320x160 screen running in 3 frames on a
- A1200 turbo. 16.6 fps that is. The copy part is about half a frame
- (assuming c2p is at about 6mb/sec. we're talking about fast cpus).
-
- Now let's see what happens if copy is 4 times faster: 2.625 frames. 19fps.
-
- wow. 19fps with a card at about 25mb/sec, 16.6 fps with AGA. so what ???
-
- While 19fps IS smother, 16.6 fps is really not the "can't do DOOM"
- everyone is talking about! think about it.
-
- This numeric example should make things clear.
-
- Yes, if your cpu can do DOOM in 1 frame, AGA IS a brake.
- If your cpu rather does the speed of the given example, or even slower,
- then AGA is NOT "the big doom problem".
-
- : The 'copying' loop simply doesn't exist on the clones, just paste it wherever
- well, doom runs well on my friends vlb, the 16bit vlb doing lot below
- 25mb/sec. See my example, makes things clear.
-
- : You're thinking the wrong way, with megacpu you are actually likely to use LESS
- : frames, so the more important AGA bandwidth becomes. Or maybe you didn't
-
- yes. but megacpus are used to do more than doom today. doom is 486.
- a todays 1230 or 1240 should be able to do same (wasn't doom busy
- waiting for vblank bit? I think so!)
-
- megacpu is rather descent or above, those canyon-racing-games. back
- at 3 frame animations again. AGA gets the big problem if you use the
- megacpu for rotzoom...
-
- : notice that with TextDemo the time needed for C2P goes UP relatively on faster
- : CPU's?
- I guess the c2p doesn't run the possible 6mb/sec on A1200 ;)
- You must admit the problem is far less when using free c2p.
- Yes, it will go up for faster cpus.
-
- : JrF> You rely on _programming crap_ in combination with low cpu.
- : No, a game which is unplayable because it uses a fuzzy 2x2 160x120 display (or
- : less!) and jerks like hell is CRAP.
- fuzzy 2x2 due to low cpu, jerk due to low cpu. not AGA.
-
- As I showed, 3 frame animations on A1200 are not that worse if running
- AGA instead on card. So if your game jerks, i.e. rather 6 frames,
- it can't be AGAs fault _by definition_. see the values.
-
- : There are limits to what a programmer will do to speed up his game. Tricks
- : like Blitter assistance, BlitterScreen, Chunky Copper and so on all are
- : incredibly hard to implement or distort the display or limit your game in some
- : way:
- aaah, that's what you refer to. not 6mb/sec. 3mb/sec. or maybe 1mb/sec? :->>
- No wonder you tell it's not possible.
-
- : Blitter assistance: Requires non-interleaved bitmaps, impossible to
- that's no problem.
- : C2P a smaller part of the whole screen
- that's no problem concering games like doom.
-
- : on factors like CPU, fast-memory, etcetera...
- The disadvantage is that you got to code more, right.
- no technical argument.
-
- : Try to get it to work on Intuition-screen and make
- : your DOOM-clone support multiple window sizes.
- closescreen. openscreen.
-
- : Chunky Copper: Crappy resolution, wastes lots of ChipRAM bandwidth
- demo only.
-
- : BlitterScreen: Problems similair to Blitter assistance, but
- : additionally you will need to turn up the contrast
- : on your monitor, because the result of masking out
-
- Wow that's the big problem ;) No user would accept putting up contrast,
- even if it was the only method to get games smooth ;)
- Ever seen a 1x1 blitterscreen ? ghost-look disappears!
-
- The only true argument against: PAL/NTSC only, copper overtake.
- both no problem on A1200+1084, which should be 90% of all users.
-
- No argument to not support also 4pass versions and writeparr8...
-
- : Any idea of how much C2P routines you could end up with when your game is done?
- yes :)
-
- : Blitter+CPU C2P optimized for A1200 specifically
- : Blitter+CPU C2P optimized for 16-bit ChipRAM machines (ECS)
- this is no argument. not only blitterscreen algos have to be
- changed for ECS, also the 4passers. really no argument.
- I wouldn't flame if there was only a AGA implementation of 3pass.
- On ECS, 4 pass should be faster anyway and blitter is relative more
- quick to fast->chip copy.
-
- : Blitter+CPU C2P optimized for 030 32-bit ChipRAM machines (4000/030)
- : CPU C2P optimized for 040 16-bit ChipRAM machines (ECS + 040)
- dito.
- : CPU C2P optimized for 040 32-bit ChipRAM machines (4000/040)
- this one exists.
-
- you need cpu 1pass and maybe cpu 2passes. no cpu3passes needed for doom,
- as those a cpu that can go beyond 25fps (the speed of blitter doing
- fullscreen 1x1 for the remaining pass if cpu2pass) is a 040 -> 040cpu
- 4pass.
-
- I already got 1pass. still got 2pass to write, ludde is said to have it
- done free.
-
- : and probably one which uses AKIKO, and of course for each of these routines a
- FORGET AKIKO.
-
- : version which does 2x1 displays, and versions for 16, 64 and 256 colors. Maybe
- : also add ChunkyCopper and BlitterScreen C2P? It looks like we've gone C2P
- FORGET COPPER.
-
- blitterscreen is only nessesary for fast clones, otherwise use 4pass.
-
- : crazy...
- Well, lot's of sources on aminet.
-
- KEEP 6MB/sec and you get the specs I calculated!
-
- : On top of that you will also want to support gfx-cards... and you need to write
- already running on intuition-screens, it should be not that problem
- to use writeparr8() ;)
-
- : the rest of the game as well (but that's just a small part compared to all
- : those C2P routines). Have we reached the programmer's limit yet?
-
- what ? writing doom is a small part compared to c2p ?
- c2p is already written. doom not.
-
- : >> fully texturemapped/shaded games in two frames.
-
- : JrF> In two frames ? You must rely on a P133 system, with very good board &
-
- : There is no Amiga with the same power as the P133. And my 'average' (and 2
- : year old $100) VLB Gfx card handles 15 MB/sec easily, more than enough to do
- : 640x480 in 2 frames.
-
- If 15mb/sec is more than enough to do 640x480 gfx, 6mb/sec surely are
- no problem doing 320x160 ;) you contradict yourself :)
-
- : >> > JrF> Later AGA+ having 10 planes etc, would be a nice thing, yes.
- : JrF> 10bit is for example faster than 16bit, for your information.
-
- : At what? I bet it is slower than 16-bit for anything CPU calculated (ie,
- : gouraud polygons, tmapping, rotating, and so on).
-
- why do you think he told "10 planes would be slow" ? Because he thought
- in AGA bandwidth. With enhanced bandwidth 10planes would be ok. For
- a wb-screen, see the flame about planar and 2d operations ;)
-
- ok, 10 planes would need a faster cpu. Maybe one of the faster PPCs
- could do c2-10p in 15mb/sec ? :) If so this would outrule non-paletted
- 16bit displays (smother shading) and 24bit displays in terms of shding
- speed (with 10 bit just use 4 for shading, doing shading with just
- adding a register, no table-lookup -> more speed. Imagine descent real
- gouraudshaded :).
-
- : >> >You forget that you still need a 68040 atleast to do DOOM even if you h
- : >> >super-fast Chunky card. That's why there is no clone, the C2P problem
-
- : JrF> huh logic ? There is no clone because nobody programed it. A clone is
- : JrF> software, exisiting independent from the fact if a 040 exists.
-
- : There is no (good) clone because it requires a 040 + fast Chunky gfx-card,
- : period. Caused of course by the fact that 040 + fast Chunky gfx-card is a rare
- : combination found in the Amiga world.
-
- "That's why there is no clone, the C2P problem...". What he wanted to say,
- is a technical argument. You give me a marketing argument, which I am not
- interested in now.
-
- I still insist: AGA makes 19fps doom run 16.6fps. I guess users would be
- very happy with 16.6 fps!
-
- So if something keeps us from having 16.6fps doom, it's either the cpu
- (how much could a 030-50 do when using same algo like doom ?) or
- the programmers. not AGA. yes, the 16.6 fps doom would run 19fps on
- a PCI gfx-card. I hope we all got this now...
-
- : >> >makes it worse though, on Amiga you'd require a 68060 to do fast DOOM (
-
- : JrF> the C2P problem on 040 is a PCer myth! C2P doesn't make it worse.
-
- : Yes it does, see TextDemo. The percentage of CPU time used for the C2P is
- He said "require a 68060...". If 040 does the c2p already at bandwidth speed,
- you don't need a 060. => the c2p is not the problem.
-
- : NON-EXISTANT on the clones, because the 'fast-ram buffer' we use on Amiga is
- : called 'the screen' on the clones. No extra copying (or converting for that
- : matter) needed.
-
- really ? they render to gfx-card ram ?
-
- : >> >runs only 15-20 FPS on a 68060/50, 320x240x8 1x1, floors, walls, ceilin
- : >> >depressing).
- : JrF> huh ? first you tell me there is no clone and then you tell YOU know
- : JrF> about how much it'll run on a 060 ? logic ?
-
- : That's TextDemo 5.7x (unreleased version) someone tested for me. 15-20 FPS for
- : a 68060/50 which is supposed to be 2-3 times as powerfull as a 486DX2/50 is
- : quite depressing, considering that that 486 will do it at 30 FPS. Now just
-
- running DOOM... are you sure doom does as complicated mapping...
- 2-3 times... IMHO in that range it depends much more on the mem interface.
- cache ? Reading textures is a quite mem intensive job, especially if you do
- a table lookup for reach pixel (which is hopefully in cache sometimes).
-
- : translate that to the slower Amiga's (ie, the ones only equipped with 030's and
- : 040's).
- well, imho there is nothing against using the 11cycle mapper for floor,
- using coppershading. at least for 020/030.
-
- 12 cycles 320x160 on my 020-14 is 0.044sec...
-
- : Grtz John
-
- : -----------------------------------------------------------------------
- : John.Hendrikx@grafix.xs4all.nl TextDemo/FastView/Etc... development
- : -----------------------------------------------------------------------
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- fischerj@Informatik.TU-Muenchen.DE (Juergen "Rally" Fischer) =:)
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