25 July 2012, 10:11 | #21 |
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Thats impressive speed I never tested 640x480. I always used GLQUAKEWOS @800x600 as standard and its very smooth but I don't think my frame rate is that high.
I think I will now do a test. |
25 July 2012, 11:17 | #22 |
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I'll include Quake 800x600 and take vids of other games also.
Delshay I'm interested to see your results |
26 July 2012, 03:46 | #23 |
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26 July 2012, 08:26 | #24 | |
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Which PC-version are you referring to? Quake is surely many times faster on a PC. I have no frameskip option specified so it don't skip any frames here IMO. It's just fast because of the "timedemo" option if that was what you meant. delshay/kriz, any results yet? Do the screenmode-prefs files work out-of-the-box or did you need to create your own? |
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26 July 2012, 19:40 | #25 |
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It will be a few days before I can do a test. It will be done on the card below.
http://www.amiga.org/gallery/index.php?n=3692 |
27 July 2012, 07:26 | #26 |
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That's one beast of a card! Expecting monster speed
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27 July 2012, 11:15 | #27 | |
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Does the PowerPC auto extend it's stack (AmigaOS 68k does not)? Unless it extends the stack during the game, setting the stack size higher should not make a difference in game speed on the PowerPC. The Warp3D QueueSize makes a big difference in Warp3D programs that use indirect mode and no difference on programs that use direct mode. You can try setting the variable ENVARC:Warp3D/QueueSize higher. I use 7000000 on the 68k. This memory for the queue will not be allocated if not used (direct mode). I hear Quake 2 68k uses indirect mode so likely the PPC version does also. SDL, MiniGL and StormMesa programs usually used indirect mode with the 68k even though it is officially antiquated. |
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27 July 2012, 20:39 | #28 |
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@matthey:
I think the stack must be set manually for GLQUake WOS version but I'm not sure. Tested with your "QueueSize" value and it didn't give me any higher result, I have that value in 32768. I also did speed tests with BlitzQuake 68k. First I ran it with the default script (512x384): "stack 600000 glquake68k_blitz +map dummy -guardband -particles 64 -hicontrast -gamma 0.7 -bpp 16 -width 512 -height 384 -mem 16 -zone 1024 -audspeed 5513 -bpp 16 -nojoy -nocdaudio -nopsx" result: 12.8 FPS then I used the FullWin-script (640x480): "stack 16384000 glquake68k_blitz +map dummy -particles 256 -hicontrast -gamma 0.7 -bpp 16 -windowmode -width 640 -mem 64 -nocdaudio -zone 1024 -audspeed 8000 -nojoy -nopsx -litfiles -lm_RGB" result: 13.8 FPS So a slightly higher resolution still gave 1 FPS more! But the graphics we're all messed up somehow but still the timedemo ran to the end. You have a steadily faster 68k there but still I don't get how you got that high performance result...did you use a tuned up script - maybe post it here? All righty! As promised here are some new videos I made (with FullWin ofcourse): [ Show youtube player ] FPS was surprisingly low compared to 640x480 so I keep playing with that res... [ Show youtube player ] earlier result was 21 FPS, it seems to vary a little. [ Show youtube player ] Enjoy |
27 July 2012, 22:08 | #29 | ||
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I have tweak the W3D libs: http://www.heywheel.com/matthey/Amiga/Warp3D.lha Quake 1 slows down a little when loading textures the first time but otherwise feels full speed. This is probably the slow gfx bus of the Mediator unfortunately. There is plenty more tweaking of the W3D libs possible. The original 68k W3D lib's code optimization is very poor. Last edited by matthey; 27 July 2012 at 22:23. |
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27 July 2012, 22:41 | #30 |
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Thanks! I'll try these libs. They are 68k only, right?
With your results the speed is really not very far away from PPC and that's cool What other ENV-settings for Warp3D should I try? There aren't many other I know of (forbid/keeplock)... |
28 July 2012, 02:20 | #31 | ||
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Yes. They are the 68k versions of W3D v4.
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Permedia2 driver: Warp3D/Permedia2/Dither (boolean) Default=0 Warp3D/Permedia2/FColor ? Warp3D/Permedia2/Fog (string?) Default="linear"? (exp and exp2 or exp_2)? Karlos would probably know what these env: variables do. Dither is obvious and documented. Turning on may cause a slow down but increase quality. The other env: settings I see from peeking in the libraries. I have no clue what FColor does. Fog can probably be linear, exp or exp_2. Linear fogging is the best quality but slowest and exp is the fastest but lowest quality. Avenger driver: Warp3D/Avenger/AntiAlias (boolean) Default=0? (I have enabled) Warp3D/Avenger/Dither (boolean) Default=1? Warp3D/Avenger/DitherAlgo (string) Default="4x4"? (or "2x2" ordered)? None of these are in my documentation. They are easy enough though. Dithering supposedly does not slow down rendering on the Avenger. Anti-aliasing may although it looks like it's off by default. |
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30 July 2012, 11:43 | #32 |
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Hi matthey, I tried your libs but they only give me grey screen...are they supposed to work on my setup? Do I need to set MMU=YES on Mediator ENV?
I also tried the Avenger-ENVs by hand that aren't listed in any Prefs-program I tried (WOSPrefs/WarpOS in OS3.9). I think these proggys should be updated to include these missing ENV-variables. But who would do it? I will test how these missing ENVs affect performance |
31 July 2012, 08:11 | #33 |
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Oh yea, you have a 1200 version of the Mediator. That's a little trickier but I know of at least one person that got the patched libs working on a 1200 Mediator (I might have to do some investigating). I believe he used MMU=YES to get it to work. Why aren't you running MMU=YES anyway? It might be better performance and the non-MMU version is a hack as I recall. There may be a jumper on the Mediator needed for MMU=NO as well as the software (including patched W3D libs) to support it. You can use the Warp3D.library by itself with the Mediator 1200 although the majority of the speedup (and work) is in the Avenger libs. Some parts are significantly faster like indirect mode (68k SDL, StormMesa and MiniGL) and auto mipmap creation but almost everything is faster to a lesser degree.
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31 July 2012, 08:58 | #34 |
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I may have found a solution for the graphics problem. I have MMU=NO because I remember that PPC-Warp3D games do not work if I set MMU=YES. It's been some time and I must test this again
and matthey can you try Quake again with the FullWin-boost, would be interesting to get some results =) Last edited by Bamiga2002; 31 July 2012 at 09:36. |
01 August 2012, 08:00 | #35 |
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Yep MMU=YES results in not-working PPC-games here. But I got BlitzQuake 68k to work without graphic glitches by setting Mediator jumper WAIT (closed). But still didn't get your tweaked libraries working. Tried renaming, swapping Warp3D-librarys, playing with Mediator ENV-vars but no go. Medconfig reports these libs as A3000/A4000 libs by default. BlitzQuake gave me error #8000000B in startup.
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02 August 2012, 09:34 | #36 | |
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Hmm. I had some problems with MMU=YES at one time also. A Mediator upgrade and switching to the Mu 68060.library fixed the problem:
http://aminet.net/util/libs/MMULib.lha The Mu 68060.library seems to be less buggy and a little faster but isn't easy to install. It's possible that you need the P5 68060.library for the PPC. Quote:
The Avenger libraries are the 3000/4000 versions. The 1200 MMU versions of the Avenger libraries are very similar and may even be interchangeable. The non-MMU 1200 versions use tricks and hacks to control the caching and remap the large gfx card address space. The new Warp3D.library should work with any 68k Warp3D setup. |
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02 August 2012, 09:57 | #37 | |||
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03 August 2012, 02:37 | #38 |
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I looked back at the old e-mails. It was Philippe Bovier (aka mrodfr) that had the new W3D libs working on a Blizzard 1260/50 and Mediator 1200. He used the Mu 68060.library and installation. W3D worked in both MMU and non MMU mode although MMU mode seemed to be more reliable. I don't know how he installed the libs. I believe Cosmos also has a working 1200 setup with the new libs. You would have to contact them for more info.
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03 August 2012, 13:29 | #39 |
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Thanks for infos
matthey how much FPS do you get if you run Quake in window-mode with FullWin? Last edited by Bamiga2002; 03 August 2012 at 14:01. |
05 August 2012, 15:53 | #40 | |
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glquake68k_blitz +map dummy -guardband -particles 64 -hicontrast -gamma 0.7 -bpp 16 -width 640 -height 480 -mem 16 -zone 1024 -audspeed 5513 -nocdaudio -nopsx -lm_RGB I get 24.7 fps with these settings. I may have a slight speedup because of the P96 "Experimental" variable with no noticeable detrimental effects so far. Thanks for that idea. Last edited by matthey; 05 August 2012 at 16:11. |
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