home *** CD-ROM | disk | FTP | other *** search
- Path: sparky!uunet!spool.mu.edu!umn.edu!csus.edu!netcom.com!netcomsv!terapin!paulk
- From: paulk@terapin.com (Paul Kienitz)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: New hardware reference guide?
- References: <1992Dec9.110112.29504@kth.se>
- Message-ID: <paulk.2q0n@terapin.com>
- Date: 11 Dec 92 20:01:13 PST
- Organization: BBS
- Lines: 18
-
- > Do you really think that a software company will sell a game which
- > is slower on a 1200 than on a 600 just because of the lack of doc?
-
- This assumes that hardware banging is faster than using the OS by
- more than four to one. What a joke.
-
- The performance bottleneck in most games and demos is not the time
- spent accessing the hardware, it's the bandwidth of the hardware
- itself. With AGA machines doing blits in one quarter or one seventh
- the previous time, and doing CPU stuff at least four times as fast
- also, NO CONCEIVABLE amount of OS overhead can put you even close to
- back where you started.
-
- Another thing. Judging by the demos I've seen, most of the neat
- things done in demos DO NOT push the hardware anywhere near its
- performance limits. Only brief sections of any given demo really
- make either the blitter or the CPU breathe hard, typically. And
- these are often the most BORING parts! /<-k0oL filled vektorz eh!
-