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Old 24 March 2016, 22:17   #10
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Join Date: Feb 2015
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Age: 42
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Originally Posted by matthey View Post
Wazp3D works on the 68060. There is probably no 68060 executable because the 68060 is likely too slow for most uses besides debugging and testing (Wazp3D is mostly used with fast emulation or on the PPC). A 68020 or 68040 compiled executable will almost always work on the 68060. The 64 bit result integer MUL and DIV instructions will be trapped which is slow. The Apollo core should have these instructions built in so no slow down. You will need a reasonably bug free FPU though.

I haven't tried QuakeGL/BlitzQuake on my 68060@75MHz with Wazp3D but but I expect the performance would be poor. Using the software renderer for Quake would most likely be faster although uglier and probably limited to less colors (256). I updated some of the assembler routines used for Cowcat's QuakeGL back to Frank Wille's Quake where they came from. It compiles using vbcc and runs at reasonable speeds (512x384x8 RTG is a little sluggish but playable). Wazp3D would get you 16 bit support which looks much better but it wouldn't matter if it was a slide show. Again, you need a working FPU in either case.
Thanx Matt,
Ye until that FPU shows up in the Vamp, an overclocked 060 +8-bit AGA would be used as test bed, for that, poor FPS is OK I guess.
However, when the FPU *does* appear in the apollo-core, I expect it to be much faster than the one in 040/060.
(Also, by then we might have some other interesting screenmodes to try out. I believe Apollo also has superior memory bandwidth and speed compared to something like Permedia 2 cards of the time (AGP1 maxes out at 250MB/s or something like that, and most Cards had 4 or 8MB RAM))
However, to get the most out of the Apollo-core I suspect parts would need to be re-written in assembler to make full use of the additional Apollo instructions?
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