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Old 02 August 2016, 21:00   #41
Join Date: Jan 2010
Location: Kansas
Posts: 1,284
Originally Posted by eXeler0 View Post
You sure? Don't think I've ever seen the original Q3 run on say something like a Pentium MMX without a 3d graphics card. I remember playing it on my PII 400MHz + nVidia TNT at the time. And I remember noticing improvements when I moved to TNT2. (Mostly when running in 24/32-bit color mode).
The PII was still MMX which was integer only, only 8x64 bit registers, couldn't use the FPU at the same time as MMX because of shared SIMD/FPU registers, etc. It didn't help much. Graphics had to go through a PCI or AGP bus and the GPU no doubt did a lot of the work. When I say playable I mean playable in Amiga terms which is low resolution 16 bit with 10-20 fps .

Originally Posted by eXeler0 View Post
Just speculating, but I expect the Apollo FPU beat the 060 by some margin. ;-)
I don't know. FPGA is at a disadvantage for wide operations and it could need many traps if only the FPU instructions listed at are available. Faster memory and full pipelining of the FPU aren't going to overcome huge bottlenecks elsewhere.

Originally Posted by eXeler0 View Post
Well, tbh that has already been done in the Apollo core, hasn't it? The IPC is improved over 060 even if compilers aren't up to speed yet.. Clock is higher, memory bandwidth by far exceeds anything previously seen on Amiga.
FPU is still shrouded in mystery though.
Yes. The Apollo core has better integer performance than the 68060 which helps FPU performance. Most FPU using code is mixed integer/fp code. Much of it can be executed in parallel.

Originally Posted by eXeler0 View Post
Compiler optimizations should come one day, but then I suppose the easiest solution is the brute force alternative. The cost of performance is passed on to the buyer. (Meaning, were paying top dollar for Apollo core in an Arria 10 FPGA. But then we magically have a 400MHz 060 and we can screw all optimizations ;-)
It doesn't look like there are many new instructions besides the SIMD instructions and they are integer only which doesn't help most 3D. Maybe the sound could be mixed with them but it is not exactly CPU hogging.

The only new instructions which most compilers would use much are the ColdFire MVS/MVZ instructions. MOVEX would be used rarely.
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