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Old 31 July 2016, 15:47   #37
matthey
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Join Date: Jan 2010
Location: Kansas
Posts: 1,284
Quote:
Originally Posted by eXeler0 View Post
Just saw that the new Vampire core (silver 8) has vector instructions enabled. Still no FPU though..
Now, considering that no current 68k compiler will optimize for SIMD, what would it take to speed up, say Quake2 with the new vector instructions?
(Lets pretend we will have FPU soon enough to assume it's presence).
Is it a matter of manually replacing some math/FPU calls with Vector instructions in assembly? And in such cases, how likely is something like that to happen? ;-)
Quake 1/2/3 use floating point vectors (like matrices). The Apollo core SIMD is integer only. An SIMD is a very specialized tool and without floating point it is the wrong tool for this job. The Apollo core SIMD will likely have a negative impact on Quake 1/2/3 as resources are robbed from the general purpose FPU for a specialized tool that can't be used for 3D here.

Integer OpenGL ES will *not* speed up floating point using Quake either. Don't expect the Tabor without FPU to run Quake 1/2/3 well. The Amiga has left the stone age and entered the copper age. Get ready for some Android ports but forget about a modern PC computer and games.

Last edited by matthey; 31 July 2016 at 16:23.
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