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- Path: sparky!uunet!cbmvax!jesup
- From: jesup@cbmvax.commodore.com (Randell Jesup)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: New hardware reference guide?
- Message-ID: <37845@cbmvax.commodore.com>
- Date: 14 Dec 92 03:42:42 GMT
- References: <1992Dec9.110112.29504@kth.se> <paulk.2q0n@terapin.com>
- Reply-To: jesup@cbmvax.commodore.com (Randell Jesup)
- Organization: Commodore, West Chester, PA
- Lines: 19
-
- paulk@terapin.com (Paul Kienitz) writes:
- >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.
-
- Minor note: the blitter in AGA is the same speed, though in the same
- modes as before it may be faster than before due to less contention for
- access (i.e. it's effectively much faster in 16-color hires, or 4-color
- 31Khz productivity).
-
- --
- To be or not to be = 0xff
- -
- Randell Jesup, Jack-of-quite-a-few-trades, Commodore Engineering.
- {uunet|rutgers}!cbmvax!jesup, jesup@cbmvax.cbm.commodore.com BIX: rjesup
- Disclaimer: Nothing I say is anything other than my personal opinion.
-