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- Path: grafix.xs4all.nl!john.hendrikx
- Date: Sun, 10 Mar 96 06:29:44 GMT+1
- Newsgroups: comp.sys.amiga.programmer
- Distribution: world
- Subject: Re: Amiga doesn`t need Pl
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- From: john.hendrikx@grafix.xs4all.nl (John Hendrikx)
- Message-ID: <john.hendrikx.4kbh@grafix.xs4all.nl>
- Organization: Private
-
- In a message of 05 Mar 96 Stephan Schaem wrote to All:
-
- >> As DOOM was tripple-buffered I don't see why, unless it would run faster
- >> than the display update rate.
-
- SS> I heard that doom cannot exeed 35fps... so I guess it busy wait loop
- SS> on many pc.
-
- I heard this quite a number of times too, except that nobody seems to agree on
- what 'limit' it cannot exceed.
-
- >> 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.
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- SS> 50mhz 030! 50fps doom is possible, if the ram speed is not dog slow.
- ^^^^^
-
- How did you come to that conclusion anyway? Real-life tests? Looking at just
- the TMap loops presented here without considering all the OTHER overhead in a
- DOOM engine? Comparing the 030/50 to PC processor-speeds? Using a 160x120
- screen?
-
- Let me remind you that TD was a real-life "test" (much more than that
- actually), not just a guess or estimate.
-
- >> >> 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...
-
- SS> ID must be in deep sigh now too...
-
- And still people wonder why ID doesn't port DOOM to Amiga.
-
- Grtz John
-
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