30 April 2024, 11:16 | #3901 | ||
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Last edited by pandy71; 30 April 2024 at 12:15. |
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30 April 2024, 12:07 | #3902 | |
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30 April 2024, 12:31 | #3903 | ||
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You are right about theoretical feature and you are right also on this that it was not used commonly. Quote:
So using DSP for 3D calculations was not uncommon thing in past, in fact it was one first primary task for DSP's, later specialized 3D solutions was introduced and DSP's was usually no longer used to accelerate 3D operations but as 3D is special case of DSP then DSP's usually outperform general CPU's on this task. Btw to address my question - dot product on 56K take 12 cycles so 32MHz DSP like 56k was capable to perform over 2.5 million dot products per second (over 50000 per frame - assumption 50fps). This is way frequently DSP's was present on many arcade machines boards - they act as programmable math processor. If you design your architecture wisely (Falcon is example of poor system architecture) then overall benefits from having DSP on board can be substantial (but even in severely crippled Falcon design DSP provide substantial processing power). |
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30 April 2024, 12:47 | #3904 |
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What do you need to do to go faster on 2d/3d games? Parallel operations. It doesn't matter Mips, peak rate of this or that, if you can't use them at 100% Look at the Theoretical TFLOP of RDNA3 61.4, near 3 time RDNA2 peak rate! Did they get 3 times the performance of the latter? No! Because in the real world application, peak rate is not the holy grail of performance!
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30 April 2024, 16:51 | #3905 | |
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30 April 2024, 17:10 | #3906 |
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Majority of publishers don’t give a monkeys how powerful something is. Publishers didn’t jump ship because the Amiga 1200 was underpowered, they were slowly leaving because of piracy, the issues Commodore were having, and then Commodore went bankrupt, they saw no future in that market then.
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30 April 2024, 17:50 | #3907 | ||
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I guess you do mean home edition Falcon 030, then yes it was quite poor compared to PC. Because PC were modular with higher bus bandwidth than any Amiga/Atari. But when you compare it to A1200 or A4000 then Falcon looks very good: Architecture: - Amiga: Address range: 24bit; Data bus: 32bit - Atari: Address range: 24bit; Data bus: 32bit 32bit Chipsets: - Amiga: the only Lisa - Atari: the only Videl CPU: - Amiga: 14MHz 2.4 MiPS - Atari: 16MHz 3.5 MIPS; DSP 32MHz 16~48 MIPS Max Video resolution: - Amiga: 1280x512 interlace 256 color - Atari: any resolution within 32Mhz pixel clock (fully programmable video chip), e.g. 1280x512 interlace 256 color or 640x480 16bit color or 800x600 256 colors Video colors: - Amiga: bitplane 256 color register - Atari: chunky 16bit direct color Audio: - Amiga: 8bit 4channels - Atari: 16bit 8channels plus unlimited with DSP Max Video RAM: - Amiga:2MB - Atari: 14MB RAM Bus Bandwidth for Video: - Amiga: 28MB/s - Atari: 32MB/s RAM Bus Bandwidth for CPU 32bit access: - Amiga: Read: 4.5MB/s Write: 6.9MB/s (2 chipset cycles 3.5MHz per 32bit) (BusSpeedTest 0.19) - Atari: Read: 5.4MB/s Write: 6.5MB/s (2 chipset cycles 8MHz per 16bit) RAM Bus Bandwidth for CPU 16bit access: - Amiga: Read: 2.2MB/s Write: 3.5MB/s (2 chipset cycles 3.5MHz per 32bit) - Atari: Read: 5.4MB/s Write: 6.5MB/s (2 chipset cycles 8MHz per 16bit) Last edited by Cyprian; 30 April 2024 at 18:07. |
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30 April 2024, 18:23 | #3908 | |
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Publishers had no problem to develop for the GameBoy Color released in 1998. |
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30 April 2024, 18:35 | #3909 |
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Isn't your whole 'shtick' that the Amiga was so much cheaper than a PC? I'm sure every Amiga user that was still using the platform in late 1997 was very happy to get a Doom port. That isn't exactly the same thing as getting it to work on a pregnancy test though
[ Show youtube player ]
Edit: PS Doom got a cool new soundtrack, colored lighting and sound effects though. Really not too shabby especially if you consider the price Edit 2: I should mention that I owned Doom on the Jaguar Last edited by TCD; 30 April 2024 at 18:42. |
30 April 2024, 18:52 | #3910 |
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30 April 2024, 18:56 | #3911 |
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30 April 2024, 19:37 | #3912 | |
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This figure is provided by Motorola "DSP56000/DSP56001 USER’S MANUAL, APPENDIX B, BENCHMARK PROGRAMS"
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Contrary to your comment - PC bus has many problems so it is less efficient than Amiga or Atari design (illusory 8.33MBps shared between slow and fast devices and also video - real life ISA bus performance rarely exceed 6MBps in total) - but even compared this to Zorro II (slower, 5.3MBps) it is used in Amiga better than ISA. Zorro III offered way higher bandwidth (so any Zorro III Amiga easily outperformed in theory not only theoretical performance ISA but also EISA and even VLB/PCI - theoretical Zorro III performance is 150MBps). TBH - i always have difficulty to understand why either CBM or Atari didn't introduced something like LPC version of inter/between IC communication to reduce IC pin count (reduce cost), simplify PCB layout (reduce cost) and improve bandwidth - but now is easy to say what and where was wrong and/or too late. |
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30 April 2024, 20:28 | #3913 |
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@pandy - ZIII never reached quarter of that so ... talking about theoretical ISA throughput then showing how it was actually shitty solution due to the fact real bandwidth was quarter of that... 3rd at best. Then comes Zorro III which not only destroys EISA (being actually THE SAME KIND OF DESIGN) but reaches VLB/PCI with... theoretical bandwidth. Shame actual bandwidth is much, much, much smaller and most likely even slowest PCI in PC world (so shady 486 chipsets) can outperform it. ISA (and by extension EISA) were x86 processor buses adapted to work as expansion slots. Zorro II (and by extension Zorro III) were 68k processor busses adapted to work as expansion slots. EISA was 32bit extension of ISA which was kind of backward compatible? Zorro III was 32b extension of Zorro II which was kind of backward compatible. So... yeah. Also how many native ZII/ZIII chips were produced... ever? Most of ZII/ZIII add-ons uses ISA/PCI chips with glue logic. Also... how long typical zorro card was? :P
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30 April 2024, 20:33 | #3914 | |
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That's interesting btw how Commodore and Atari switched their policy between the ST/A1000 and the A1200/Falcon030. Last edited by sokolovic; 30 April 2024 at 20:52. |
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30 April 2024, 20:48 | #3915 | |
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And the distribution was very confidential. In Paris there was only 2 or 3 very specialized shops were you can get one. I think it never reach more well established distribution points in France. |
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30 April 2024, 20:53 | #3916 |
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30 April 2024, 21:24 | #3917 |
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196 pages guys!? I see this thread every damn day and i don't even understand why the question was asked. I'm sure everyone here hated their 1200, on this Amiga forum...
I wasn't disappointed with my 1200. Is there a way to block threads? |
30 April 2024, 21:56 | #3918 |
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repetita iuvant
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30 April 2024, 22:30 | #3919 |
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Input status 1 is a regular VGA register, and it includes the information you seek. This is a standard feature. What was unfortunately less standard is to wire the interrupt output of the VGA chip to an interrupt of the ISA slot.
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30 April 2024, 22:36 | #3920 | |||||
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I know that PDF very well. It is very valuable document. It shows how to reach ~48MIPS (instead of 16MIPS) from 32MHz DSP (the same is with AT&T32010 it can boost its performance by 3 in the same manner) But you know, those "dots" are not points/pixels on the screen but something more complex: Here is algorithm: Regarding dot/pixels DSP has the same as 68k dedicated instructions for that - BSET/BCLR (single cycle or two cycles each, don't remember now). Quote:
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Regarding games - I'm not really interested in this area, but I know only one game preview (shown here this year - really nice screen) with HAM but sprites there are static. Quote:
Atari had a new fast architecture - Jaguar. It had 108Mb/s bus bandwidth (compared to Falcon's 32MB/s Falcon or A1200's 28MB/s), and Falcon Painter (with 68040) had integrated Jaguar chipsets. Amiga had Ranger chips if I'm not wrong. Both companies had an interesting technology, but both were very slow to implement it. |
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