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- Path: grafix.xs4all.nl!john.hendrikx
- Date: Fri, 23 Feb 96 04:49:48 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.4gpu@grafix.xs4all.nl>
- Organization: Grafix Attack BBS Holland
-
- 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
- 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).
-
- The 'copying' loop simply doesn't exist on the clones, just paste it wherever
- you want it in the gfx-buffer and be done with it. This is likely to be as
- fast as a DOOM clone of the A1200 but with the C2P pass disabled (ie, no
- display).
-
- >> >games needs adjusting. What I see on the clones, and the consoles is w
-
- JrF> yep, adjust, the more frames even a megacpu will need, the less
- JrF> important AGA bandwidth becomes!
-
- 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
- notice that with TextDemo the time needed for C2P goes UP relatively on faster
- CPU's?
-
- >> >call games. Not the AGA crap we have to put up with.
-
- 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> 99% of all games are coded to crappy to see AGA bandwidth as real
- JrF> limit!
-
- 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:
-
- Blitter assistance: Requires non-interleaved bitmaps, impossible to
- C2P a smaller part of the whole screen
- (horizontally), it's effectiveness depends heavily
- on factors like CPU, fast-memory, etcetera...
-
- Try to get it to work on Intuition-screen and make
- your DOOM-clone support multiple window sizes.
-
- Chunky Copper: Crappy resolution, wastes lots of ChipRAM bandwidth
- (copper and bitplane DMA fully loaded), pixels
- are written 1 word at the time.
-
- 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
- every 2nd pixel effectively means all pixels are
- twice as dark as they should be with a real 2x1
- display.
-
- Any idea of how much C2P routines you could end up with when your game is done?
-
- Blitter+CPU C2P optimized for A1200 specifically
- Blitter+CPU C2P optimized for 16-bit ChipRAM machines (ECS)
- Blitter+CPU C2P optimized for 030 32-bit ChipRAM machines (4000/030)
- CPU C2P optimized for 040 16-bit ChipRAM machines (ECS + 040)
- CPU C2P optimized for 040 32-bit ChipRAM machines (4000/040)
-
- and probably one which uses AKIKO, and of course for each of these routines a
- 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
- crazy...
-
- On top of that you will also want to support gfx-cards... and you need to write
- 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?
-
- >> Agreed. AGA is *really* crap. Who cares if we can C2P a 2x2 screen
- >> faster than a below-average gfx-card, when the PC's are running 640*480
- >> fully texturemapped/shaded games in two frames.
-
- JrF> In two frames ? You must rely on a P133 system, with very good board &
- JrF> mem! If you can afford an Amiga which got same power, you surely can
- JrF> afford a gfx card, too.
-
- 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> Later AGA+ having 10 planes etc, would be a nice thing, yes.
-
- >> >Please not, 10 planes would be fucking slow. For me planar maxes
-
- 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).
-
- >> >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.
-
- >> >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
- 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.
-
- >> >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
- translate that to the slower Amiga's (ie, the ones only equipped with 030's and
- 040's).
-
- Grtz John
-
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