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- Path: grafix.xs4all.nl!john.hendrikx
- Date: Sun, 03 Mar 96 00:06:34 GMT+1
- Newsgroups: comp.sys.amiga.programmer
- Distribution: world
- Subject: Re: Amiga doesn`t need Pl
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- Content-Type: text/plain; charset=iso-8859-1
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- From: john.hendrikx@grafix.xs4all.nl (John Hendrikx)
- Message-ID: <john.hendrikx.4iy3@grafix.xs4all.nl>
- Organization: Private
-
- In a message of 25 Feb 96 Juergen "rally" Fischer wrote to All:
-
- JrF> todays 1230 or 1240 should be able to do same (wasn't doom busy waiting
- JrF> for vblank bit? I think so!)
-
- As DOOM was tripple-buffered I don't see why, unless it would run faster than
- the display update rate.
-
- >> 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.
- JrF> fuzzy 2x2 due to low cpu, jerk due to low cpu. not AGA.
-
- So speed would remain the same if AGA had been Chunky? Maybe it makes little
- difference on mega-big-CPU (as long as you stick with LoRes that is) but it
- will make quite a difference here.
-
- >> Blitter assistance: Requires non-interleaved bitmaps, impossible to
- JrF> that's no problem.
-
- Not always, it depends on what 'other' stuff you want to do in your game.
-
- >> C2P a smaller part of the whole screen
- JrF> that's no problem concering games like doom.
-
- Isn't it?
-
- >> on factors like CPU, fast-memory, etcetera...
-
- JrF> The disadvantage is that you got to code more, right. no technical
- JrF> argument.
-
- Oh sure, just code a bit more, I guess that's why we see so many DOOM clones
- which actually USE this kind of stuff, NOT.
-
- >> Try to get it to work on Intuition-screen and make
- >> your DOOM-clone support multiple window sizes.
- JrF> closescreen. openscreen.
-
- Shitty solution. I suppose the overlayed text should also have to be shrunk
- accordingly? What about the status panel? Just open another screen you say?
- Another 'special' routine as this can't be used on most gfx-cards.
-
- >> Chunky Copper: Crappy resolution, wastes lots of ChipRAM bandwidth
- JrF> demo only.
-
- Most of the stuff I've seen here is 'demo' only. For example, using 64K for a
- single texture and stuff like 256K loop-up tables are quite unrealistic for
- real games.
-
- JrF> I already got 1pass. still got 2pass to write, ludde is said to have
- JrF> it done free.
-
- Don't forget to ask him what 'new' limitations this 'trick' will introduce.
-
- >> and probably one which uses AKIKO, and of course for each of these
- >> routines a
- JrF> FORGET AKIKO.
-
- Oh, I bet there is some 'strange' config which could actually make AKIKO an
- advantage (maybe AKIKO + BlitterAssistance or something stupid like that?)
-
- >> 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
- JrF> FORGET COPPER.
-
- I did that years ago, when everybody kept begging me to add copper-screens to
- TextDemo.
-
- JrF> blitterscreen is only nessesary for fast clones, otherwise use 4pass.
-
- Why don't you make a huge IF THEN kind of list of C2P routines, like this:
-
- IF AGA=TRUE AND GFXCARD=FALSE
- IF 040=TRUE
- IF 040=SLOW4000/040
- use CPU 3-pass 32-bit C2P + blitter assistance (or whatever)
- ELSE
- use CPU only C2P
- ENDIF
- ELSE IF 030=TRUE
- IF MHZ=>33
- use 3-pass 32-bit C2P + blitter assistance
- ELSE
- use 2-pass 32-bit C2P + blitter assistance
- ENDIF
- ELSE
- IF FASTRAM=PRESENT
- IF AKIKO=TRUE
- use AKIKO + blitter assistance
- ELSE
- use ...
- ENDIF
- ELSE
- IF AKIKO=TRUE
- use ...
- ELSE
- use ...
- ENDIF
- ENDIF
- ENDIF
- ELSE IF ECS=TRUE AND GFXCARD=FALSE
- IF ...
- ...
- ELSE
- ...
- ENDIF
- ELSE IF OCS=TRUE AND GFXCARD=FALSE
- IF ...
- ...
- ELSE
- ...
- ENDIF
- ELSE
- IF BUS=ZII
- IF SEGMENTED=FALSE
- IF PICASSO=TRUE
- ...
- ELSE
- ...
- ENDIF
- ENDIF
- ELSE
- ...
- ENDIF
- ENDIF
-
- and so on, and oh I forgot, the best C2P routine to use also depends on how
- much rendering needs to be done (ie, what resolution and how big the screen is)
- so take that into account too!
-
- And some people claim here that having to take all the gfx-cards on the clones
- into account is such a big problem...
-
- >> 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.
-
- JrF> If 15mb/sec is more than enough to do 640x480 gfx, 6mb/sec surely are
- JrF> no problem doing 320x160 ;) you contradict yourself :)
-
- You claim things not having been done yet. What was that 20-25 ms figure which
- most 040 C2P routines get?
-
- JrF> ok, 10 planes would need a faster cpu. Maybe one of the faster PPCs
- JrF> could do c2-10p in 15mb/sec ? :) If so this would outrule non-paletted
- JrF> 16bit displays (smother shading) and 24bit displays in terms of shding
- JrF> speed (with 10 bit just use 4 for shading, doing shading with just
-
- 16 shading levels with just 64 colors? No thanks. I'll go for the 15/16-bit
- screen with 65536 colors with on average 16 shading levels. Or maybe I'll just
- use some of the more fancy YCrCb modes were Y is the intensity level.
-
- JrF> adding a register, no table-lookup -> more speed. Imagine descent real
- JrF> gouraudshaded :).
-
- Why imagine? There are already games doing that.
-
- >> 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.
-
- JrF> "That's why there is no clone, the C2P problem...". What he wanted to
- JrF> say, is a technical argument. You give me a marketing argument, which I
- JrF> am not interested in now.
-
- Not yet.
-
- JrF> So if something keeps us from having 16.6fps doom, it's either the cpu
- JrF> (how much could a 030-50 do when using same algo like doom ?) or the
-
- Without C2P 030-50 should be capable of max 12 FPS (that would mean it has to
- be 50% faster than TextDemo running without C2P, if you think that is a
- realistic goal), 320x240 1x1 exact DOOM engine.
-
- >> 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
-
- JrF> running DOOM... are you sure doom does as complicated mapping... 2-3
-
- Yes, TD did no more than DOOM did (even though it may SEEM that way because of
- some clever lightsourcing code).
-
- JrF> times... IMHO in that range it depends much more on the mem interface.
- JrF> cache ? Reading textures is a quite mem intensive job, especially if
- JrF> you do a table lookup for reach pixel (which is hopefully in cache
- JrF> sometimes).
-
- >> translate that to the slower Amiga's (ie, the ones only equipped with
- >> 030's and 040's).
- JrF> well, imho there is nothing against using the 11cycle mapper for
- JrF> floor, using coppershading. at least for 020/030.
-
- IF 020/030 THEN ... sigh...
-
- Grtz John
-
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