English Amiga Board Amiga Lore


Go Back   English Amiga Board > News

 
 
Thread Tools
Old 13 April 2017, 20:43   #41
Locutus
Registered User

 
Join Date: Jul 2014
Location: Finland
Posts: 685
it shows FPS in the top right corner....


10-15 fps is unplayable imho
Locutus is online now  
AdSense AdSense  
Old 13 April 2017, 20:44   #42
Seiya
Registered User

 
Join Date: Nov 2014
Location: Italy
Posts: 184
the fps counter is always active
Seiya is offline  
Old 13 April 2017, 21:46   #43
matthey
Registered User
 
Join Date: Jan 2010
Location: Kansas
Posts: 1,139
Quote:
Originally Posted by Seiya View Post
the fps counter is always active
Ok. Thanks. I adjusted my screen dimensions and can now see it. My high end CRT monitor loses the oldest screen settings (made for sucky OSs which don't change resolutions often). I am normally 10-20fps with an average of about 15. The slowest fps is right at the start (8 fps worst case but doesn't affect game play) and going through the full rock tunnels (10fps worst case). It's a little sluggish at times but I still consider it to be playable as I can control everything fine.

Edit: I went back to lantus360's video and he is getting up to 30fps but it slows down to 13fps in the rock tunnel which is a bigger and more noticeable fps drop. In general, the Apollo Core with SAGA is outperforming my 68060@75MHz + Voodoo 4 (gfx bus speed is a bottleneck) by a wide margin though.

Last edited by matthey; 13 April 2017 at 21:57.
matthey is offline  
Old 14 April 2017, 00:12   #44
Seiya
Registered User

 
Join Date: Nov 2014
Location: Italy
Posts: 184
however, also with Vampire2 this game is not very fast:
[ Show youtube player ]
Seiya is offline  
Old 14 April 2017, 00:22   #45
eXeler0
Registered User

eXeler0's Avatar
 
Join Date: Feb 2015
Location: Sweden
Age: 43
Posts: 1,412
Quote:
Originally Posted by Seiya View Post
however, also with Vampire2 this game is not very fast:
[ Show youtube player ]

It was a quick port, it can be optimized further.
But I actually think its a good "benchmark" for Vampire. Sure code can be optimized, but question is also, can the Vampire itself be optimized to improve performance in certain games. As Gunnar (BigGun) once said, they can always "cheat" by adding new / specific instructions to, say, AMMX to improve specific stuff..
eXeler0 is offline  
Old 14 April 2017, 20:04   #46
lantus360
Registered User
 
Join Date: Feb 2013
Location: Olathe, Kansas
Posts: 115
Quote:
Originally Posted by Seiya View Post
however, also with Vampire2 this game is not very fast:
[ Show youtube player ]
that capture looks like its upscaled and lagging/dropping frames. When its 20-30fps it very smooth (see my video).
lantus360 is offline  
Old 17 April 2017, 21:35   #47
lantus360
Registered User
 
Join Date: Feb 2013
Location: Olathe, Kansas
Posts: 115
i have a new build coming out that is going to include the following things

- Converted code from C++ to C (gives us a few FPS increase and a much smaller executable)
- added support for MIDI music via CAMD.
- reduced from 24bpp to 16bpp RTG screenmode
- added more sound fx - still dont have all of them yet. if anyone has a good source of raw sound fx from the game let me know. im mostly interested in braking, passing cars, acceleration sounds from the game. I could also rip them from mame if needed.
- i talked to the Cannonball developer, he suggested a few optimizations around the z axis sprite scaling that ive incorporated
- finally added a custom game option for "detail levels". low , medium and high. Medium is how it currently looks. High is with the background and horizon enabled, low is just the track and no roadside objects - only cars to pass. Low isn't much fun but it runs on a lower specced Amiga - my Warp Engine 040/40 for example.
lantus360 is offline  
Old 18 April 2017, 10:44   #48
pcotter
Registered User

 
Join Date: Aug 2016
Location: Osnabruck
Posts: 20
Great news!!! Can't wait to try it out!
pcotter is offline  
Old 18 April 2017, 10:53   #49
Locutus
Registered User

 
Join Date: Jul 2014
Location: Finland
Posts: 685
Nice to see you are working on this, great! :-)

Hope this will end up playable on 060.
Locutus is online now  
Old 20 April 2017, 15:38   #50
waldiamiga
Registered User

waldiamiga's Avatar
 
Join Date: Aug 2014
Location: Kraków, Poland
Posts: 41
Quote:
Originally Posted by lantus360 View Post
i have a new build coming out that is going to include the following things

- Converted code from C++ to C (gives us a few FPS increase and a much smaller executable)
- added support for MIDI music via CAMD.
- reduced from 24bpp to 16bpp RTG screenmode
- added more sound fx - still dont have all of them yet. if anyone has a good source of raw sound fx from the game let me know. im mostly interested in braking, passing cars, acceleration sounds from the game. I could also rip them from mame if needed.
- i talked to the Cannonball developer, he suggested a few optimizations around the z axis sprite scaling that ive incorporated
- finally added a custom game option for "detail levels". low , medium and high. Medium is how it currently looks. High is with the background and horizon enabled, low is just the track and no roadside objects - only cars to pass. Low isn't much fun but it runs on a lower specced Amiga - my Warp Engine 040/40 for example.
When you are going to release this version?
waldiamiga is offline  
Old 03 May 2017, 13:30   #51
pcotter
Registered User

 
Join Date: Aug 2016
Location: Osnabruck
Posts: 20
This must fly on the Amithlon!!!
pcotter is offline  
AdSense AdSense  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Better Outrun port for Amiga tekopaa Retrogaming General Discussion 173 10 April 2017 22:52
would you like to have an Outrun like for Aga? sandruzzo Retrogaming General Discussion 50 30 January 2013 12:03
Was Chaos Engine 2 ever actually released for OCS/ECS? JohnnyWalker Nostalgia & memories 10 21 January 2011 14:34
Problems running outrun europa dlfrsilver project.WHDLoad 12 23 November 2007 22:30
Outrun arcade challenge.......... Bloodwych Retrogaming General Discussion 0 12 September 2003 15:42

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 22:43.


Powered by vBulletin® Version 3.8.8 Beta 1
Copyright ©2000 - 2017, vBulletin Solutions, Inc.
Page generated in 0.30046 seconds with 12 queries