19 December 2019, 16:40 | #141 |
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With such a fast CPU, blitter becomes rather redundant
but on a vanilla 68000 / OCS it is magic Last edited by DanScott; 19 December 2019 at 16:46. |
19 December 2019, 16:41 | #142 |
ex. demoscener "Bigmama"
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19 December 2019, 19:44 | #143 | ||
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Or, is it like on a Jaguar, where on GPU (RISC) you have couple 64-bit ops: STORE R1, (R2) : 32-bit store STOREP R1, (R2): 64-bit store ? Quote:
Now, Jaguar's Blitter has an option of the 64-bit transfer, which only works with horizontal blits (e.g. scanlines of a polygon). There's a scanline length threshold where it doesn't make sense (even at 64-bit) to spin blitter up, as the CPU will have made the blit long time ago already - just like on Atari ST or Amiga. Unfortunately, the GPU cache is just 4 KB, so you can't keep all versions of rasterizer inside (and swapping new GPU code back and forth few times per frame is extremely prohibitive to the point of net loss). That being said, it would be a very interesting benchmark as to at what particular frequency the SW-only approach ALWAYS wins on 68080. Since they estimated the CPU to be roughly 250 MHz 68060, I'd suspect that particular threshold is crossed around ~100 MHz. |
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19 December 2019, 19:53 | #144 | |
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On Jaguar, which has a 13.3 MHz 68000 and 26.6 MHz RISC GPU, the parallel work of Blitter is best seen in Clearing Framebuffer. You trigger the ClearScreen at start of frame, and in parallel, let GPU transform the polygon soup. Given the ultra-high speed bandwidth of 670 MB/s - I wonder if 68080 can actually clear the framebuffer faster than Blitter ? My point is, it still may be beneficial to let Blitter do clearing in parallel and not kill CPU by doing such a mundane task, when there's full frame worth of 3D data to crunch through... Especially with 64-bit access, and 4-bit colors, the 320x200 is just 32 KB, which is 500 writes of 64-bit zero... |
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19 December 2019, 20:04 | #145 | |
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From a purely practical standpoint, I just did one such benchmark on Jag last week, when I implemented a classic Voxel terrain (which I already discarded as it looks like crap) and the Blitter version was roughly 4x faster than pure GPU version. So, that puts the threshold (in that particular application - not that it can be generalized), to around 100 MHz, which obviously 68080 beats by a pretty large margin Still, it'd be a very sweet toy to play with, as a 3D coder |
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20 December 2019, 09:19 | #146 | ||
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Here is a short overview: https://wiki.apollo-accelerators.com...llo_core:start Quote:
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20 December 2019, 10:35 | #147 |
ex. demoscener "Bigmama"
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For what voxel terrain operation(s) did you use the blitter?
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20 December 2019, 11:42 | #148 | |
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Since I'm in the 65,636 color video mode, it takes 2 bytes per pixel. And even though Blitter is just in Pixel mode (not the ~8x faster Phrase mode that could be run if Voxel.XL = 4 (8 Bytes)), it's still significantly faster due to parallelism. There's still some waiting involved, but I get to fully process the next voxel (load,transform,colorize,clip) on GPU and only wait then, so usually waiting is minimal. But the GPU-only version has an abysmal framerate, which is directly dependant on number of scanlines in each voxel (tested that). On Jag, to draw a rectangle via Blitter there's no additional register to set - because even if you draw just single scanline, you still have to set the same registers (just with YL = 1), so that part isn't more taxing anyway. Of course, chunky helps In total, there's 5 Blitter registers to be computed and set for each voxel - Position, Delta:X/Y, Length:X/Y, Color and ExecuteCommand. |
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20 December 2019, 12:08 | #149 | |
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This monster can do vector operations in a single instruction ! Yeah, for that part, the 250 MHz estimate would surely be low. It has 32 registers, like RISC chips, but addressing modes of 68000 AND SIMD. Just insane Writing 3D engine for this thing would be a wet dream |
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20 December 2019, 12:34 | #150 |
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20 December 2019, 13:32 | #151 |
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Well, I just might
If I'm reading their site right, even though they were demonstrating it on standard A500/A600, they actually sell the stand-alone version for 549 EUR. Meaning, no actual Amiga is needed, and I can connect it to my second monitor (where my Jag is connected) and just need to figure out how to deploy builds from my main PC's Notepad++ - ideally somehow sharing SD card between both hosts (can't keep manually messing with SD card for every single build, obviously). So, am I reading this right ? Is it truly a completely stand-alone solution without having to mess with installing the board into the old Amiga ? |
20 December 2019, 13:58 | #152 | |||
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I have one of them on my desk. It's a pretty neat system and getting better every day. Quote:
Quote:
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21 December 2019, 15:02 | #153 |
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That's pretty cool. I just ordered the Vampire.
Are you doing any coding on it ? Where's the best place to ask coding / environment questions ? Apollo.com forums don't really look like a place to ask coding questions - just browsed through 50 pages and it's nonsense/flamewars mostly... |
22 December 2019, 12:30 | #154 | |
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You have spammers and trolls everywhere. But I think developers of vampire would be very happy to help anybody that is willing to push their hardware as far as possible. Maybe it's best that you have 2 threads (here and on Apollo), or even more on some other forums, if you want to. I am not in coding at all, but I am personally also very interested what you will cook. I guess, there are many people like me. And yes, I really like your idea of using just flat shaded polygons (untextured), with hi poly models. One of the things I never understood, is why many people insist on low res (often very ugly) textures for the 3D games, and flat shaded (like Frontier), generally looks much nicer to me. There's an exception of course, where textures looks really cool, like in this A500 doom clone: http://eab.abime.net/showthread.php?t=98654 That guy did amazing job for 68000, I am posting you link in case you missed it (I know it's not what you are planning to do, but I guess it might be interesting to you) Word by word, I've gone of topic, sorry for that. |
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