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Old 22 February 2024, 15:00   #41
BULI
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Originally Posted by Cowcat View Post
Aaaand.....could be nice to have an AHI library with proper Warpos support. Got some ideas for that.
Put your hard-earned money here -> .
Tell my where?
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Old 23 February 2024, 05:05   #42
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Originally Posted by Cowcat View Post
Aaaand.....could be nice to have an AHI library with proper Warpos support. Got some ideas for that.
Put your hard-earned money here -> .
I'll donate, I know somebody with rich uncles.


And this can free up Wrangler from doing the WarpOS AHI library, so he can dedicate his time to SPE decoders. And C2P. And scalers.
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Old 23 February 2024, 11:40   #43
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Originally Posted by Cowcat View Post
w3d glitches or faulty rendering in some instancies due to no multitexture support in old w3d.
This is doubtfull as SoulBlade+FPSE+Warp3D was working perfectly on WinUAE+OS3+Wazp3D

I mean the Warp3D driver may not implement all the Warp3D calls needed but is certainly not multitexturing that miss

The Warp3D V5 drivers for OS4 are often not fully compatible with old Warp3D v4 for OS3
See ReWarp or PatchWarp3D about this topic

See SoulBlade grabs here:
http://thellier.free.fr/Wazp3D.htm

Last edited by thellier; 23 February 2024 at 11:46.
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Old 23 February 2024, 12:22   #44
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Would be nice if Wazp3D could be made to behave like patchw3d so i could redirect some or all calls from w3d to Wazp3D. Or is that already possible?
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Old 23 February 2024, 12:55   #45
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This is doubtfull as SoulBlade+FPSE+Warp3D was working perfectly on WinUAE+OS3+Wazp3D

I mean the Warp3D driver may not implement all the Warp3D calls needed but is certainly not multitexturing that miss
As defined in source, the OS4 version binds 2 textures and calls W3D_SetTextureBlendTags for transparency/blend to work, so in essence you need multiple TMU support in your hardware driver ( apart from checks to W3D_Flags about FLAG_MULTITEX ).

You can check that in FPSE SDK, it is explicit when OS4 warp3d v5 code is used or not ( you don't have those blend args or functions in old Warp3D v4 ).

If Wazp3D does it for warp v4, so be it.

Last edited by Cowcat; 23 February 2024 at 13:04.
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Old 23 February 2024, 16:31   #46
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Wazp3D is not able to replace some WaRp3D function, to patch just some functions

What would be possible (but I will not code it) is to create a Wazp3D that will use Warp3D as hardware renderer. So all Warp3D (v5,v4) functions would be implemented via soft or hard
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Old 23 February 2024, 16:38   #47
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This is curious as old FPSE with old warp3d plugin was even working with the Wazp3D's Compositing renderer on OS4 that (of course) dont have multitexturing

Also Warp3D v5 always use W3D_SetTextureBlendTags() even for the old blending functions (modulate,replace,etc...) that dont need multitexturing

But if it binds 2 textures... then multitexturing is needed
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Old 26 February 2024, 04:35   #48
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GTA 2 seems to run pretty much perfectly. Which is funny because Payback on the Amiga is the predecessor and it has better graphics at higher resolution. The radio is better in GTA 2 at least.
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Old 26 February 2024, 08:54   #49
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it would be so amazing to have a proper W3D/miniGL/whatever for OS3.x & 4.x...
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Old 26 February 2024, 14:22   #50
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GTA 2 seems to run pretty much perfectly. Which is funny because Payback on the Amiga is the predecessor and it has better graphics at higher resolution. The radio is better in GTA 2 at least.
GTA 2 was released in 1999, with Payback coming out in 2001 so I don't see how Payback can be the predecessor.

As much as I love Payback, GTA 2 IMO looks far better
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Old 26 February 2024, 15:20   #51
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it would be so amazing to have a proper W3D/miniGL/whatever for OS3.x & 4.x...
Definition of proper?
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Old 26 February 2024, 15:54   #52
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GTA 2 was released in 1999, with Payback coming out in 2001 so I don't see how Payback can be the predecessor.

As much as I love Payback, GTA 2 IMO looks far better
Oh you're right, somehow I thought Payback came first but it was actually a GTA clone. I seem to remember a legend that Payback was on the Amiga first, but that is clearly incorrect.


But running Payback in 640x480 Warp3D looks far better than 320x240 that GTA 2 does on the PSX.

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Definition of proper?
Halal.
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Old 27 February 2024, 10:03   #53
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But running Payback in 640x480 Warp3D looks far better than 320x240 that GTA 2 does on the PSX.

I agree
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Old 28 February 2024, 04:28   #54
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As defined in source, the OS4 version binds 2 textures and calls W3D_SetTextureBlendTags for transparency/blend to work, so in essence you need multiple TMU support in your hardware driver ( apart from checks to W3D_Flags about FLAG_MULTITEX ).

You can check that in FPSE SDK, it is explicit when OS4 warp3d v5 code is used or not ( you don't have those blend args or functions in old Warp3D v4 ).

If Wazp3D does it for warp v4, so be it.

So is the Warp3D v5 stuff in the source too?


Could you theoretically build it with that, and I don't know maybe people testing things could Forceversion=5?
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Old 28 February 2024, 10:16   #55
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So is the Warp3D v5 stuff in the source too?

Could you theoretically build it with that, and I don't know maybe people testing things could Forceversion=5?
The assumption that compiling those options AND having a Warp3D v5 support would fix issues is wrong in this subject (also you need full Picasso driver/devs in place, not cybergfx).

Simple: The official OS4 w3d plugin/dll does the same in WinUAE + OS4 Classic + Mediator/Voodoo. Snail framerate. Even with wrong rendering in some places.

I mean, some of my w3dppc warpos ports do run in the same OS4 emulation environment as expected.

I wrote about what I think could be the issue about format conversions with old hardware & drivers.
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Old 29 February 2024, 01:04   #56
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No yeah, I didn't necessarily think it would fix it, I was just wondering if it was possible... because maybe some people might have Warp3D drivers that might have v5 support in them.
I'm not disagreeing with you, but from my experience with WinUAE, it's pretty slow running PPC.

FPSE on X1000 or x5000, I don't know what one of them is, obviously they are much faster than the Sonnetlib boards.

[ Show youtube player ]

[ Show youtube player ]

Last edited by grelbfarlk; 29 February 2024 at 03:14.
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Old 29 February 2024, 09:11   #57
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I'm not disagreeing with you, but from my experience with WinUAE, it's pretty slow running PPC.
I agree that performance of OS3 warpos emulation in WinUAE is pretty bad, but allows me to check what's going on with certaint ports except.....
....with OS4 Classic emulation things change quite a bit and stuff like Hexen2 GL runs quite decent for what it is with Voodoo enabled. Other 3D ports may vary on compatibility.

My WinUAE runs on wine 32 bit.

Some months ago I started using FS-UAE 4 compiled by me and FPSE performance increased a lot for games like MediEvil that run almost at full speed (after all FS-UAE is WinUAE in it's core): Shame that has no 3D Voodoo support. Maybe I'll stretch a little bit my burned brain cells and add that missing part.
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Old 11 March 2024, 13:25   #58
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BTW
Now, I have for a moment (thanks PONG) A4000 with CyberStormPPC 400mhz with CyberVisionPPC, I did a little tests:

FPSE parameters:
COMPILER, Frameskip 3, ScreenMode: 640x480x16bit
Sound AHI: Paula 8BIT DMA
Game:Tekken3 (demo mode)

1. without SCALE
- Cowcat AOS3.9: 30 - 23 FPS
- Amidog AOS4.1FE 29 - 24 FPS

2. with SCALE
- Cowcat AOS3.9: 25 - 21 FPS
- Amidog AOS4.1FE: 24 - 19 FPS

FPSE (AmiDog) with Warp3D works but on CyberVisionPPC it has BIG problem with bitmaps and textures (ONE BIG GLITCH), If I remember correctly, it looked much better on Voodoo3.
Good option in FPSE from Amidog is Turn Off: "Play XA/CDDA"- it is very useful when music is jerky, but sound (SFX) still works.

Last edited by BULI; 15 March 2024 at 10:33.
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Old 11 March 2024, 18:37   #59
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That's pretty good, all things considered.
But in a normal config with CSPPC <=233MHz, that's going to be about half that or into unplayable range, with BPPC about half that into slideshow mode.
It would be nice... to somehow figure out a faster audio solution. Something like being able to split CDDA tracks off to a separate AHI unit that doesn't need resampling. Like SFX going through 8bit Paula DMA and CDDA going to SB16/FM801 at 16bit/44khz.
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Old 12 March 2024, 09:40   #60
BULI
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That's pretty good, all things considered.
But in a normal config with CSPPC <=233MHz, that's going to be about half that or into unplayable range, with BPPC about half that into slideshow mode.
It would be nice... to somehow figure out a faster audio solution. Something like being able to split CDDA tracks off to a separate AHI unit that doesn't need resampling. Like SFX going through 8bit Paula DMA and CDDA going to SB16/FM801 at 16bit/44khz.

Option Turn Off: "Play XA/CDDA" don't give up speed (maybe very, very little), but give a comfort for ears (no jerky music can be heard) and we don't lose the game's sound effects
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