19 July 2019, 17:45 | #541 | |||||||||
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And thanks for the video, I had never seen it. That said, I do want to point out that he also very specifically pointed out that at the time of the Amiga's actual design, planar graphics were the better choice and that there were many things that he'd have done differently with the wisdom of 'today'. Maybe things would've been different had the man still worked at Commodore in 1989. Sadly, we'll never know. Quote:
There is another reason for it to be extremely unlikely to be so high and that is VRAM speeds at the time. See, memory bandwidth is limited primarily by the speed of memory chips you put in (though you can play around with the bus width to improve speeds). In 1994, high end PC's and (later in 1995) even consoles such as the Playstation, 3D0 and Saturn didn't do much better than 100-200MB/sec on the internal video bus (and usually less on the external bus to the CPU). Expecting Commodore to do a system that was up to 6x faster while using VRAM that was a couple of years older and designing on a shoestring budget? That's just not realistic. Quote:
That said, you yourself pointed out that DOOM was not so complicated and really rather efficient at what it did when first released. You also said that DOOM didn't care as much about a fast processor and instead really needed memory bandwidth. Expecting a massive improvement in optimisation to the core game IMHO does not fit with these earlier statements. Quote:
However, despite all of that, the videos I've seen show that such a small speed difference (a CPU grade would be anything from 10-20% clock speed difference) is hardly noticeable in practice. When I say "small enough it might as well not exist", I don't mean there is zero difference - just that it's not enough to matter. This actually fits with your position that there is about a CPU grade of difference between the two - that is simply not a lot. The perceived difference in speed between a CPU and a CPU that is 15% faster is very minimal. The same goes for frame rates: sure, a 40MHz 68030 might end up being 15% slower than a 40MHz 386DX when rendering Doom, but that's not going to be all that notable (this would a difference on the order of 2-3FPS). That is what I mean. So yes, all things being equal, planar at the same CPU speed as chunky is slower for DOOM like games. But if you look at real world results, with optimised c2p you'll barely notice this difference - unless you specifically go looking for it. I actually tried Doom through GOG on my PC the other day, it ran at maximum speed: 35FPS. When playing, I couldn't tell the difference between it and the 68060 Amiga versions I saw on YouTube. Even though the 68060 versions ran (roughly) around 25FPS (a full 10FPS difference). Only if I actually put the two side by side does it become notable. And even then there's not much in it. Quote:
As for 'the majority of people'... This is a thread about a machine launched before games that genuinely benefited from chunky graphics became popular. I also don't remember the whole 'Amiga can't do Doom' thing to become 'big' until after 1994, so that makes me doubt this claim as well. Quote:
This isn't going anywhere and frankly, I have better things to do with my time than to discuss this subject if this is how you're going to react. Quote:
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Last edited by roondar; 19 July 2019 at 18:15. |
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19 July 2019, 18:26 | #542 | |
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The consoles did not need high resolutions at that time, so the total memory bandwidth is probably lower, but the more important GPU-VRAM bandwidth is higher. And the dual VRAM system would have been much more costly than the consoles. Last edited by chb; 19 July 2019 at 18:33. |
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19 July 2019, 20:44 | #543 | |||
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By the way, the document says that the pixel clock and data fetch rate are decoupled: you can have a higher (or lower) clock than the speed of data fetching if desired. I have no clue why they did this, but there it is. Still, it's better than I thought. Does make the following at the start rather strange, though: Quote:
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19 July 2019, 21:09 | #544 |
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Wasn't AAA designed for multiple memory layouts? From simple DRAM to multiple VRAM? Something like (at least) 4x difference in bandwidth?
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19 July 2019, 21:49 | #545 |
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With regards to Apple surviving both of my schools (junior/infant and comprehensive) had Apple Macintosh machines, if Commodore could have gotten into the education sector charging insane amounts of money to people with more money than sense then perhaps they would have had the funding to really push R&D.
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19 July 2019, 22:23 | #546 |
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I only share a piece of the puzzle and I do not pretend to show the whole picture but for sure, it's no "hypothetical conjecture". Simply the reality of the Amiga market in my country at that time period. The Amiga was nowhere professionally speaking, at least officially (not even in schools - but Mac & PC were). For a computer so "ahead" of its time, it always seemed strange to me...
Of course it may have been different in your country. |
20 July 2019, 01:06 | #547 | |
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Looking back on it now and seeing how many chips they needed for the high end version I do kind of understand why it was scrapped. But the 16 year old in me still wants to see a working version, even though it'll never happen |
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20 July 2019, 01:14 | #548 | |
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20 July 2019, 01:28 | #549 | |
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20 July 2019, 10:24 | #550 |
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These videos with PS-2 386SX running DOOM is propaganda bullshit.
PS-2 386SX was sold by IBM in 1989 three years before a1200 realease. 386SX from 1992 with SVGA card from 1992 runs better. Affordble SVGA card from 1992 has few times more bandwith than PS-2. It was easy to add chunky pixels to AGA but Commodore failde to do it. c2p? interleaved with other calculations? Be serious, it is too much work and thats why there are no good 3D games on AGA. AGA video quality was good enough in 90's and is still good enough. Problem with AGA is this shit was too slow in 1992 and still is too slow. AGA should have chunky pixels. Communism style propaganda of success of some Amiga classic fanatics not change the fact that Commodore banckrupt because AGA has not chunky pixels. |
20 July 2019, 10:38 | #551 |
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@swinkamor12
Ah! So, there's a conspiracy going on from the AGA illuminaty! Now I see! |
20 July 2019, 11:09 | #552 | |
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Suppose I could go on spamming ever more YouTube videos of Doom on the 386 on here. Videos that everyone knows were secretly made by the New World Order to promote the return of the Amiga and the path to world domination. They do give me a lot of money for that stuff, so that's nice. Oh. S**t. Wasn't supposed to say that... Nothing to see here, move along! |
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20 July 2019, 11:50 | #553 | |
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I enjoyed Breathless, it was great fun to play. I enjoyed Fears, though not as much - and it certainly wasn't the graphics that made it a bad game. So there's three. |
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20 July 2019, 12:06 | #554 |
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Breathless was pretty nice, sadly never played AB3D.
I know it's not as popular and runs terribly on just about everything, but I spend days playing AB3D-II. Didn't even care about the low speed. Some people also rather liked Gloom and Genetic Species. |
20 July 2019, 12:22 | #555 |
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@Dunny:
What about Genetic Species?: http://hol.abime.net/2716 |
20 July 2019, 15:21 | #556 | |||
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I think AAA would have been rather outdated already in 1994, nice specs but an expensive architecture from the 1980's not well suited for 3D or blitter-based 2D. |
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20 July 2019, 16:05 | #557 | ||
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As for including DSP bandwidth, that is rather strange as AAA does not have one. It does have Mary, but that runs of the same bus as the Blitter, CPU and video. Again: there were no other systems in 1993 that had bandwidth even remotely close to 600MB/sec. This is especially worth noting as Commodore was limited by the same RAM speeds as everyone else and didn't exactly throw money at AAA. Anyway, perhaps any further AAA discussion should move elsewhere, it's not really on topic for the A1200. |
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20 July 2019, 17:29 | #558 |
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20 July 2019, 18:08 | #559 | |||
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https://everymac.com/systems/apple/m...dra_840av.html About the same VRAM bandwidth as AAA, probably same main memory bandwidth, 66 Mhz DSP (same DSP3210 type as in the A3000+). If you count the bandwidth to the 8k of internal DSP RAM (that's of course debatable, but Haynie might have done so), and assume it can do a longword every clock cycle (very typical for a DSP), you'll arrive at ~500 MB/s total bandwidth. Not counting yet some blitter-like chip that works in VRAM while the CPU is busy (no idea if those Macs had something like that, but probably yes). Again, the distribution of this total bandwidth is very different from the consoles. I think those Macs are a quite good comparison, as an high-end AAA Amiga probably would have been positioned roughly in the same class as the Quadra AVs. So nothing outlandish about such a bandwidth. Yep, but a lot in this thread isn't . After all, I think we're all just discussing some old obsolete systems for our pleasure... But if any mod would move that branch to an own thread, I would not protest. Last edited by chb; 20 July 2019 at 18:13. |
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20 July 2019, 18:26 | #560 |
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I haven't even been able to follow this thread, too many walls of text and loads of technical jargon that make my eyes glaze over.
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