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- Newsgroups: comp.sys.amiga.programmer
- Path: newshost.grace.cri.nz!maths!peterm
- From: peterm@maths.grace.cri.nz (Peter McGavin)
- Subject: Re: Demo/game to OS frien
- Message-ID: <PETERM.96Feb21235737@tui.maths.irl.cri.nz>
- Date: 21 Feb 1996 10:57:37 GMT
- Distribution: inet
- References: <4g4eaa$m23@sinsen.sn.no> <980.6624T876T1485@wr.com.au>
- Organization: Industrial Research Ltd
- In-reply-to: accolyte@wr.com.au's message of 20 Feb 1996 03:42:43 GMT
-
- accolyte@wr.com.au (Accolyte) writes:
- >> It depends.. If you have a framerate of 50fps, wiggling the mouse will
- >> make the whole thing jerk down to 25fps. At least it did the last time
- >> I checked.
- >
- >Same here. Another testament to the overhead are the demos written for 1.3
- >that used system interrupts, and jump out of frame with 2.0+ because (and
- >only because) the system takes more time.. I must be a considerable amount
- >then.
-
- This is not a reason for killing the entire OS. The performance hit
- when the mouse moves comes from Intuition and the console.device.
- That is easily eliminated, without killing the entire OS, by
- installing an input-handler as described in the input.device chapter
- of the Devices RKM. This has the added advantage of providing highly
- efficient keyboard and mouse input in exactly the same format as
- current raw hardware in a way that is promised to work on all existing
- and future Amigas. This includes the problematic A3000 keyboard,
- CD32s with PC keyboards, homemade keyboards, serial mice, etc. And it
- prevents the user flipping screens giving the illusion of
- single-tasking without disabling network play or continuous hard disk
- access or the ability to call the OS, etc.
-
- A high-priority input-handler that eats all input events starves
- Intuition and console.device of input messages. In my experience that
- reduces OS overheads from a max of more than 20% on slow machines when
- the mouse moves to a max of less than 1%.
-
- It's hard to imagine a game where all the frames take the same time to
- render on all configs within +-1%. My experience with texture-mapping
- engines, for example, is that some frames often take more than twice
- as long to render as others. That's partly due to the fact that walls
- are faster to render than floors/ceilings and creatures add an unknown
- factor. Even the angle the player sees the floor can make a factor of
- 2 difference on some Amigas because the texture may or may not be
- accessed in a sequence that utilises the datacache. Then there are
- different configs to consider --- PAL versus NTSC, fast RAM or not,
- accelerators can be more than 10 times faster than base machines, etc.
-
- Hence any occasional jerkiness is more likely due to the config or the
- game itself instead of the OS. Techniques such as using the real-time
- clock instead of the vblank for simulated time and/or using a
- smoothing algorithm to predict the time of the next frame are
- effective at smoothing out jerkiness on all configs --- whether the OS
- is killed or not.
- --
- Peter McGavin. (p.mcgavin@irl.cri.nz)
-
-