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- Newsgroups: comp.sys.atari.st
- Path: sparky!uunet!elroy.jpl.nasa.gov!hanauma.jpl.nasa.gov!hyc
- From: hyc@hanauma.jpl.nasa.gov (Howard Chu)
- Subject: Re: Falcon030, resolutions, TRUE color, and DSP
- Message-ID: <1992Dec18.074213.26617@elroy.jpl.nasa.gov>
- Sender: news@elroy.jpl.nasa.gov (Usenet)
- Nntp-Posting-Host: hanauma.jpl.nasa.gov
- Organization: SAR Systems Development & Processing, JPL
- References: <1grcjlINNn2m@usenet.INS.CWRU.Edu>
- Date: Fri, 18 Dec 1992 07:42:13 GMT
- Lines: 115
-
- In article <1grcjlINNn2m@usenet.INS.CWRU.Edu> aa399@cleveland.Freenet.Edu (Len Stys) writes:
- >Hi, everyone.
-
- Howdy, all
- >
- >I would like to get a better grasp at HOW good the Falcon030 could
- >be as a game system.
- >
- >First of all, I'm told that 640x480 TRUE COLOR would require 4 Megs
- >of memory for NICE games. I'm told that 2 Megs would not really be
- >enough since there must be room for other stuff like sound.
-
- At 600K per screen, figure 1.2meg for double-buffered graphics, yeah, it
- starts eating up memory pretty fast...
- >
- >Secondly, no one seems to know if this resolution (interlaced of course)
- >could be displayed on TV without flicker. Does anyone know?
-
- Just what exactly are you asking here? Of *course* it will flicker, that is
- the nature of interlaced video. Will you notice it? Depends on the TV, and
- on what's being displayed. A single-pixel horizontal line will flicker
- terribly, but that's true regardless of whether the video is computer-generated
- or just happened to appear in some TV or film production. The desktop has
- a lot of flicker, because it's covered with icons and windows that all have
- single-pixel horizontal lines for borders. A game with moving images,
- background scenery and such probably won't have very noticable flicker
- (unless it's got some pretty boxy-looking graphics, eh?)
- >
- >Thirdly, I have talked with someone that said that 640x200 (I'm not sure
- >if you can get true color in this resolution) would also produce some
- >pretty good games. I guess that could be pushed to 640x240, but
- >anyways, I'm told that 300k for ONE screen. And you'll need at least
- >TWO screens. This would allow this game to produce with only 2 Megs
- >easily--MAYBE even 1 Meg.
-
- True color is available in all resolutions on a TV, up to 768x480.
- >
- >I'm NOT sure if that would flicker or not either. If someone knows,
- >please tell me.
-
- The 200 (or 240) vertical-resolution modes are non-interlaced, and therefore
- will not flicker at all.
- >
- >I have been also informed that the Blitter REALLY would not be fast
- >enough to move graphics around. And someone suggested that Atari should
- >have used the TI30410. My question is, would the DSP work just as well?
- >The Atari Advantage article states these things:
-
- The DSP can only communicate with the main memory at up to 1 megabyte/second.
- This is nowhere near the speed required to pass as a blitter. The items
- mentioned in the Atari Advantage article are aimed purely at computation -
- the DSP can be used to process the geometric formulas required to define
- shapes and 3-D objects, rotate them, shade them, etc., but all that computation
- can only be done in the DSP memory, and you would then have to transfer
- the results to main memory before you could do anything like draw them onscreen.
- >
- >Will the DSP be able to produce CD quality sound AND generate graphics
- >in a game?
-
- The DSP is not needed for sound generation. For simple stereo sample playback,
- only the on-board CODECs need to be involved. So, yes, the DSP could do number
- crunching while CD-quality sound is playing back. However, I would expect that
- most games would have done their serious graphics number crunching in advance,
- and would simply do frame playback during an actual game.
- >
- >What is the 32Kx24 bit (96K bytes) of local zero wait state SRAM for?
- >What does the DSP do with it?
-
- What *doesn't* the DSP do with it? The DSP is not a tightly coupled
- coprocessor, like a 68882 FPU is coupled to the 68030. It is a totally
- independent computer, and that 96K of memory is its entire workspace.
- (Well almost; there's some on-chip ROM as well.) When you want the DSP
- to do something for you, you download a DSP program from ST memory to
- DSP memory, then you download the data to be operated on, and then you
- upload the results back from DSP memory into ST memory. All of these
- memory transfers are initiated by the 68030 and run at 1 MB/sec.
- >
- >Is there any chance that Atari is only including 1 Meg in the Falcon030
- >and expecting the 640x480 TRUE color mode to be used as a standard because
- >of a video technique which will allow them to do so?
-
- I don't think Atari really expects many true-color games to run in
- 640x480 resolution on 1 megabyte machines. I think they really expect to
- see a lot of games support the 256 color modes, but ya never know fer sure.
- >
- >How was the Tina Turner video able to run at 4 frames per second
- >in TRUE COLOR and what resolution was that?
-
- Dunno, never saw it.
- >
- >Is a Motorola 68030 16 MHz powerful enough to be used as a game system?
- >As a game system that can compete with future 32-bit game systems?
-
- The 68030 at 16 MHz is certainly more powerful than, say, the 68000 or 65816
- found in most home systems right now. It is a full-fledged 32 bit processor,
- as well. The 65816 is only 16 bit, and we've already had debates over what to
- call the 68000...
- >
- >And lastly, the Jaguar is rumored to run off of a RISC 64-bit chip.
- >We don't know what type of chip this is.
- >
- >Could the Jaguar POSSIBLY be a Motorola 68030 at 16 MHz and have a
- >RISC DSP?
-
- "run off" is a misleading phrase. "RISC DSP" is almost redundant. I'd bet
- that the Jaguar (which I've never seen, and heard only a very little about)
- is 68030 based with a 64 bit graphics coprocessor. I would also bet that
- this 64-bit chip is called a RISC chip merely because of the tiny size of
- its instruction set, an instruction set devoted entirely to describing a
- graphics display, (just like the 8-bit ANTIC) and having very little other
- functionality.
- --
- -- Howard Chu @ Jet Propulsion Laboratory, Pasadena, CA
-
- All true wisdom is conveyed in one-line witticisms.
-