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- Path: nntp.teleport.com!sschaem
- From: sschaem@teleport.com (Stephan Schaem)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Amiga doesn`t need Pl
- Date: 5 Mar 1996 19:54:56 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Distribution: world
- Message-ID: <4hi66g$nf8@nadine.teleport.com>
- References: <john.hendrikx.4ixx@grafix.xs4all.nl>
- NNTP-Posting-Host: kelly.teleport.com
- X-Newsreader: TIN [version 1.2 PL2]
-
- John Hendrikx (john.hendrikx@grafix.xs4all.nl) wrote:
- : In a message of 01 Mar 96 Stephan Schaem wrote to All:
-
- : >> I don't think so, maybe the 50 MHz version, but they still won't get 25
- : >> FPS orso at 320x256 1x1 (talking DOOM here, not some WolfenStein clone
- : >> with floors which I see all too often).
-
- : SS> rendering a static scene should acheive 25fps in 320x200 (60hz) with
- : SS> a 25mhz 030 (50% walls 50% floor/ceiling). I'm just talking about
- : SS> rendering
- : SS> it to fastmem, no c2p into chipmem... I just wanted to point out that
- : SS> the CPU is not the problem in the amiga to play something like doom.
- : SS> (Well 14mhz 020 are)
-
- : So you tested this? Remember TextDemo? It gets max 6 FPS on my 68030/22, of
- : which about 30% is C2P (info: 320x240 1x1, 'DOOM' shading using a look-up
- : table). That gets you let's say about 9 FPS (being VERY generous) if C2P was
- : disabled. Not even near 25 FPS, and I'm pretty damn sure it cannot be sped up
- : more than 25% orso.
-
- 18fps with a lighting table should be possible. I was just talking about
- rendering 4 quad. 21cycle per pixel for floor, 19 for walls with
- lighting table.
-
- : >> Do you really think so? On 030 the fastest instructions available take 2
- : >> cycles, while most instructions on 486 take 1 cycle. 486 also has much
- : >> faster Mul and Div instructions. You would be better of comparing the 040
- : >> with the 486.
-
- : SS> well, the 68030 as 16 'general' purpose register (Let not argue on
- : SS> the details:) as a separate data/inst cache . Does the 486 halt during
- : SS> buss access? Do you know how many cycles are needed to tmap a gouraud
- : SS> lighted pixel on a 486? on a 030 is 28cycle or so.
-
- : 28 cycles, with a huge look-up table, and all kinds of stupid limitations which
- : are completely impractical for a REAL game.
-
- No limitation at all. and it uses a 64k lighting table.. . I have NO idea
- how someone can do lighting in 8bit index mode without a table!
- Each point in your polygon as a pair of UV unsigned 8bit coordinate
- in a 256byte width texture. (UV is an offset to the texture pointer)
- And I said , if you need texture bigger then 256x256 , SPLIT your polygon.
- The destination buffer can be any size... and support for 24bit RGB tripplet
- is a breeze to ad.
-
- : SS> Also this take 6 cycle on a 030: addi.l #32bitvalue,(localvariable,a7)
- : SS> how many on a 486 and 386? (Sorry I dont have any x86 stuff:( )
-
- : What's the point? Isn't it clear that the 486 is much faster than the 030? The
- : difference in cache-size alone gives the 486 a huge speed-up.
-
- Much faster at double the clock speed and big L2 cache maybe.
- The point is the x86 suffer alot from its origin.
-
- : >> SS> Again the problem is not c2p but slow video memory...Does PC alway
- : >> SS> cache video memory on the L1 cache? I hear many people rendering in
- : >> SS> local mem then doing a copy.
-
- : >> Of course the video memory is not cached in the L1 cache, for the same
- : >> reason as ChipRAM isn't cached on Amiga. To copy the stuff to video ram
- : >> why not simply ask the DMA controller to copy that shit for you while you
- : >> render the next frame? Also why wouldn't the same trick to get 'free'
- : >> cycles on Amiga while doing ChipRAM writes work with the clones much
- : >> faster Video RAM? While writing the pixel to video ram the processor
- : >> continues to calculate the next TMapped pixel.
-
- : SS> I'm very unfamiliar with PC... but I heard that the PC dma is dead
- : SS> slow like 4meg second to dma system memory... does all PC video card
- : SS> have DMA?
-
- : Most clones have got a DMA controller on the motherboard which you can simply
- : ask to move memory to a specific location (ie, its very general purpose). The
- : speed depends heavily on what kind of clone you have, but 4 MB/second is
- : probably the lower-limit at the moment.
-
- Well, there was a discusion on this in comp.sys.algorithm (not really the
- place, but) the end word was to forget about it. its too slow and while
- the dma copy from mem to port port to mem the bus is locked, so byebye
- 100mhz 486 while the motherboard copy the data a 4meg second.
- The problem is, result maybe vary ... but the above is a possible case
-
-
- : >> I doubt this 10 cycle routine of yours is very usefull for realistic
- : >> purposes judging from all the 'unrealistic' TMap routines I've seen here
- : >> lately (ones with rely on 64K boundaries or too big or too small
- : >> Textures).
-
- : SS> It texture anything using 64K tmap with 24bit/16bit/8bit fixpoint
- : SS> and gouraud lighting. I do not see why using segment is 'unrealistic'
- : SS> ?!
-
- : So how big are the look-up tables? What is the minimum size of a texture?
-
- 256x256 texture, 64k lighting table.
-
- : >> It DIDN'T work in local fastmem (did I say that?). This included C2P
- : >> time. It was run in 320x240 1x1, 8-bit, full floors, ceilings and walls
- : >> in DOOM style.
-
- : SS> I bet that if you had a 300mhz 060 the c2p wont be any faster then the
- : SS> 25mhz 040... The 060 is not to blame.
-
- : And that's exactly my point, you can't get a fast 'exact' DOOM clone for Amiga
- : as the ChipRAM will always bog it down far too much. Requiring a fast 040 or
- : 060 to get a 'playable but still not as fast as my friends 486/33' 'exact' DOOM
- : clone is quite unrealistic.
-
- My only point was that the CPU is not at fault. I really have the impression
- from you that if my A3000 had a 25mhz 486 doom would be smooth as a baby
- but.
-
- : SS> This is what I beleive the amiga as enought power even with a 25mhz
- : SS> 030 to do doom(but flat shaded tmaping) at ~15-20fps if it had a
- : SS> local bus video card.
-
- : Backing down from your 25 FPS claim above? If you back down a little bit
- : further to say 10 FPS then I might actually agree with you.
-
- flat shaded top speed is ~18fps... the 25fps figure was for plain tmamping.
- you can do doom with that but require 8x the tmap space. BUT thats not
- too crazy because Z lighting with mipmapping is not to absurde. And tmap
- can be expanded on the fly.
-
- I still think my A3000 25mhz 030 with a local bus video card can do 25fps
- doom rendering at 320x200. Stop blamming the 680x0 :)
-
- Stephan
-