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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: 5 Mar 1996 16:34:16 GMT
- Organization: Technische Universitaet Muenchen, Germany
- Distribution: world
- Message-ID: <4hhqe8$7ru@sunsystem5.informatik.tu-muenchen.de>
- References: <john.hendrikx.4iy3@grafix.xs4all.nl>
- NNTP-Posting-Host: hphalle6g.informatik.tu-muenchen.de
- Originator: fischerj@hphalle6g.informatik.tu-muenchen.de
-
-
- In article <john.hendrikx.4iy3@grafix.xs4all.nl>, john.hendrikx@grafix.xs4all.nl (John Hendrikx) writes:
- |> 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.
-
- maybe I missed new features of new wad players ?
- I remember having heard of vblank polling.
-
- I guess you refer to DOS-DOOM talking about tripple buffering
- (coz you need vbl int).
-
- |>
- |> >> 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
-
- Yes, you got it! doom speed with AGA chunky would be same as AGA planar.
-
- |> difference on mega-big-CPU (as long as you stick with LoRes that is) but it
-
- no, it even makes no diffference on my 020-14 + fastmem, because blitter
- got enough time to convert iff 020 is to render a doom scene.
-
- why don't you agree ?
-
- |> 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.
- ok...
-
- |>
- |> >> C2P a smaller part of the whole screen
- |> JrF> that's no problem concering games like doom.
- |>
- |> Isn't it?
- ok, if you make the window smallwer but want some background texture
- around it, you got to think about using the sprites for that ;)
- I see there is a disadvantage ;) but not speedwise!
-
- |>
- |> >> 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.
-
- I thought you were claiming technical planar problems ?
- less frameratee and such ?
-
- |>
- |> >> 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.
-
- mhm, vports are said to be supported also on gfx-cards.
- what you argue about ?
-
- |>
- |> >> 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.
- 256k is nothing on the doom-loved clones.
-
- |>
- |> 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.
-
- it will at least give kind of square where kind of doom is in ;)
- no demo cubes outside display window, I see ;)
-
- |>
- |> >> 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?)
-
- yep, if chipmem was faster ;) I hope new chipsets will also have chunky ;)
-
- |>
- |> >> 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.
-
- hehe, got me ;)
- so now we have free c2p, why you won't add that ?
-
- |>
- |> 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!
-
- yes, that's it. now try to optimize the list for the important points.
-
- 2+2pass, 3+1pass, writepixelarray8.
-
- lots of people would be much happier if you just added those 3 to TD.
-
- |>
- |> 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?
-
- am I misinformed ?
-
- |>
- |> 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.
-
- ok I agree, crominance + luminance is the way to get fast shading.
-
- |>
- |> JrF> adding a register, no table-lookup -> more speed. Imagine descent real
- |> JrF> gouraudshaded :).
- |>
- |> Why imagine? There are already games doing that.
-
- but descent doesnt do 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...
-
- well, coppershaded floor means 70% faster. add a wallshade fake
- (trading mem, some cards got quite much mem) and it's even faster.
-
- |>
- |> Grtz John
- |>
- |> -----------------------------------------------------------------------
- |> John.Hendrikx@grafix.xs4all.nl TextDemo/FastView/Etc... development
- |> -----------------------------------------------------------------------
- |> -- Via Xenolink 1.985B5, XenolinkUUCP 1.1
- ------------------------------------------------------------------------
- fischerj@Informatik.TU-Muenchen.DE (Juergen "Rally" Fischer) =:)
-
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