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And this can free up Wrangler from doing the WarpOS AHI library, so he can dedicate his time to SPE decoders. And C2P. And scalers. |
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I mean the Warp3D driver may not implement all the Warp3D calls needed but is certainly not multitexturing that miss The Warp3D V5 drivers for OS4 are often not fully compatible with old Warp3D v4 for OS3 See ReWarp or PatchWarp3D about this topic See SoulBlade grabs here: http://thellier.free.fr/Wazp3D.htm |
Would be nice if Wazp3D could be made to behave like patchw3d so i could redirect some or all calls from w3d to Wazp3D. Or is that already possible?
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You can check that in FPSE SDK, it is explicit when OS4 warp3d v5 code is used or not ( you don't have those blend args or functions in old Warp3D v4 ). If Wazp3D does it for warp v4, so be it. |
Wazp3D is not able to replace some WaRp3D function, to patch just some functions
What would be possible (but I will not code it) is to create a Wazp3D that will use Warp3D as hardware renderer. So all Warp3D (v5,v4) functions would be implemented via soft or hard |
This is curious as old FPSE with old warp3d plugin was even working with the Wazp3D's Compositing renderer on OS4 that (of course) dont have multitexturing
Also Warp3D v5 always use W3D_SetTextureBlendTags() even for the old blending functions (modulate,replace,etc...) that dont need multitexturing But if it binds 2 textures... then multitexturing is needed |
GTA 2 seems to run pretty much perfectly. Which is funny because Payback on the Amiga is the predecessor and it has better graphics at higher resolution. The radio is better in GTA 2 at least.
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it would be so amazing to have a proper W3D/miniGL/whatever for OS3.x & 4.x...
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As much as I love Payback, GTA 2 IMO looks far better |
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But running Payback in 640x480 Warp3D looks far better than 320x240 that GTA 2 does on the PSX. Quote:
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I agree :great |
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So is the Warp3D v5 stuff in the source too? Could you theoretically build it with that, and I don't know maybe people testing things could Forceversion=5? |
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Simple: The official OS4 w3d plugin/dll does the same in WinUAE + OS4 Classic + Mediator/Voodoo. Snail framerate. Even with wrong rendering in some places. I mean, some of my w3dppc warpos ports do run in the same OS4 emulation environment as expected. I wrote about what I think could be the issue about format conversions with old hardware & drivers. |
No yeah, I didn't necessarily think it would fix it, I was just wondering if it was possible... because maybe some people might have Warp3D drivers that might have v5 support in them.
I'm not disagreeing with you, but from my experience with WinUAE, it's pretty slow running PPC. FPSE on X1000 or x5000, I don't know what one of them is, obviously they are much faster than the Sonnetlib boards. https://www.youtube.com/watch?v=QbusoMwQbRU https://www.youtube.com/watch?v=tYEiMq8nspU |
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....with OS4 Classic emulation things change quite a bit and stuff like Hexen2 GL runs quite decent for what it is with Voodoo enabled. Other 3D ports may vary on compatibility. My WinUAE runs on wine 32 bit. Some months ago I started using FS-UAE 4 compiled by me and FPSE performance increased a lot for games like MediEvil that run almost at full speed (after all FS-UAE is WinUAE in it's core): Shame that has no 3D Voodoo support. Maybe I'll stretch a little bit my burned brain cells and add that missing part. |
BTW
Now, I have for a moment (thanks PONG) A4000 with CyberStormPPC 400mhz with CyberVisionPPC, I did a little tests: FPSE parameters: COMPILER, Frameskip 3, ScreenMode: 640x480x16bit Sound AHI: Paula 8BIT DMA Game:Tekken3 (demo mode) 1. without SCALE - Cowcat AOS3.9: 30 - 23 FPS - Amidog AOS4.1FE 29 - 24 FPS 2. with SCALE - Cowcat AOS3.9: 25 - 21 FPS - Amidog AOS4.1FE: 24 - 19 FPS FPSE (AmiDog) with Warp3D works but on CyberVisionPPC it has BIG problem with bitmaps and textures (ONE BIG GLITCH), If I remember correctly, it looked much better on Voodoo3. Good option in FPSE from Amidog is Turn Off: "Play XA/CDDA"- it is very useful when music is jerky, but sound (SFX) still works. |
That's pretty good, all things considered.
But in a normal config with CSPPC <=233MHz, that's going to be about half that or into unplayable range, with BPPC about half that into slideshow mode. It would be nice... to somehow figure out a faster audio solution. Something like being able to split CDDA tracks off to a separate AHI unit that doesn't need resampling. Like SFX going through 8bit Paula DMA and CDDA going to SB16/FM801 at 16bit/44khz. |
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Option Turn Off: "Play XA/CDDA" don't give up speed (maybe very, very little), but give a comfort for ears (no jerky music can be heard) and we don't lose the game's sound effects |
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