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- Path: psy.uva.nl!swisun30!dorhout
- From: dorhout@swisun30 (Bert Dorhout)
- Newsgroups: comp.sys.amiga.programmer,comp.sys.amiga.games,alt.sys.amiga.demos,in,comp.sys.amiga.advocacy,comp.sys.amiga.hardware,comp.sys.amiga.misc,comp.sys.amiga.graphics
- Subject: Re: AB3D II beats Quake....
- Date: 27 Mar 1996 01:11:04 GMT
- Organization: University of Amsterdam, Faculty of Psychology
- Message-ID: <4ja4j8$dtm@uvapsy.psy.uva.nl>
- References: <Pine.NEB.3.92.960322022805.186D-100000@vicki.cnw.com> <16035.6656T1166T829@mbox.vol.it> <4j4jkt$9c5@cwis.isu.edu>
- NNTP-Posting-Host: swisun30.swi.psy.uva.nl
-
- Well.. for me the custom chipset always meant two things:
- - good quality and speed
- - a standard which you could depend on as being the minimum
-
- As for the first thing; I guess it is easier/better perhaps to move to
- non home-brewed chips, but use standard high quality, cheap video cards
- instead.
- As for the second thing, however... If AT doesn't set a minimum,
- programmers can be sure that their animation is shown on all kinds
- of video cards (even dithered in 4 colours with RTG), but there's
- no insurance the video card is fast enough or in other words: WHAT
- specs can a programmer see as the minimum on which he/she can COUNT????
- What graphic mem speed, what 'standard' chip set??? Should we all
- program for VGA and up, NOT optimally using the modern chipsets,
- or should we put on the box "This game runs on S3 + DSP or better",
- and let the game test if the performance through the game API is
- indeed comparable with S3 + DSP speedwise (as an example)??
-
- I have a 'freshmans' view on this whole thing; that I'll admit.
- So correct/teach me if I'm wrong.
-
- Greetings,
- Bert Dorhout
-
- --
- Name: Bert Dorhout
- EMail: dorhout@swi.psy.uva.nl
- Home: http://info.psy.uva.nl/students/Dorhout/Bert.eng.html
- Amiga: http://info.psy.uva.nl/Students/Dorhout/Amiga_Projekten.eng.html
-