28 March 2016, 17:45 | #21 |
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No, AFAIK the only Quake engine on Amiga that can handle extended maps is the experimental one included with Qbreed. It always crashed for me though.
http://aminet.net/package/game/data/Qbreed There are lots of large and impressive maps that don't require extended limits though, speed is going to be much more of a problem. Check these out for starters: Marcher Fortress (could really do with extended audio, but works with a few sky graphics glitches and sound drop off) https://www.quaddicted.com/reviews/kinn_marcher.html Bastion Of The UnderWorld https://www.quaddicted.com/reviews/kinn_bastion.html Castle Of The Dark Ages https://www.quaddicted.com/reviews/cda.html Day Of The Lords https://www.quaddicted.com/reviews/gmsp3.html Colony https://www.quaddicted.com/reviews/gmsp1.html Last edited by James; 28 March 2016 at 17:54. Reason: more added |
28 March 2016, 18:16 | #22 |
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Thanx @James good stuff
Meanwhile, Gunnar has pretty much confirmed that the FPU in Apollo will be better (and more compatible? Still not entirely clear in this matter) than the one in the 060. No timeframe, but sounds promising. Edit: Apollo-core Should be powerful enough to run Quake 2. I know @NovaCoder ran it on AGA + 75MHz 060. 100+MIPS & any kind of RTG should maybe be seen as the minimum requirement for a decent Q2 experience. I'm sure the Gold Core will beat that with some healthy margin. Last edited by eXeler0; 28 March 2016 at 23:49. |
31 March 2016, 01:30 | #23 |
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Anyone tried to run the Hyperion QII port on Vampire?
If I remember this correctly, the 68k port required Warp3d, so I guess Wazp3d is needed att the very least? (Which is kind of ironic considering Nova Coder had it running on AGA, but ok, on overclocked 060...) |
01 April 2016, 21:20 | #24 | ||
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Amiga Quake 2 versions which do not require Warp3D are available including sources but you still need a compatible FPU. Most 3D engines from the PC/x86 world require a FPU and/or SIMD unit with fp support. |
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02 April 2016, 13:34 | #25 |
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No, the software renderer works, the requirement for Warp3D was simply a matter of speed.
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02 April 2016, 15:55 | #26 | |
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Do you know how much difference it makes in fps? (Warp 3d vs AGA)?. Btw, I played QII on my PC last night and realized that the "QII look" I remembered from back in the day was the filtered low-res texture look - whereas QI was mostly played on software renderer with unfiltered pixels with that LEGO look. I don't suppose there's a way to get texture filtering on 68k without 3d gfx hardware? There was talk about The Vampire (gold core or later) to get some SIMD instructions (MMX). In the future maybe a wasp3d driver could be rewritten to speed up some stuff using SIMD. |
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02 April 2016, 20:50 | #27 | |
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Can you suggest a good QII port thats running on 060 +AGA? My 060 is only at 66MHz but it's a rev 6 so I could increase that. But it would only be for testing anyway until the Vamp gets its FPU. (Currently trying out different Editors and config them with my awkward Steam-path to QII). |
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03 April 2016, 17:40 | #28 | ||||
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http://aminet.net/game/shoot/AmiQuake2.lha NovaCoder's port is less configurable than some in an attempt to speed it up. I believe Cowcat's port is based on the Hyperion code which has a software renderer as James states above. It has more options and reasonable performance but may have problems on some configurations (testers needed). The thread about it is here on EAB. http://eab.abime.net/showthread.php?t=74679 |
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31 July 2016, 07:56 | #29 |
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Just saw that the new Vampire core (silver 8) has vector instructions enabled.
Still no FPU though.. Now, considering that no current 68k compiler will optimize for SIMD, what would it take to speed up, say Quake2 with the new vector instructions? (Lets pretend we will have FPU soon enough to assume it's presence). Is it a matter of manually replacing some math/FPU calls with Vector instructions in assembly? And in such cases, how likely is something like that to happen? ;-) Skickat från min HTC One via Tapatalk |
31 July 2016, 10:36 | #30 |
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A Mesa implementation using vectors will speed up 3D quite a bit but the 2D blitting will come out first.
Also, once I get my card, I'm going to try to vectorize AHI. |
31 July 2016, 10:39 | #31 |
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@eXeler0
There are many Doom type tools on the PC, some even do a total conversion - Wazp3D is *amusing* at the moment on the V2, but once the FPU/SIMD is squared (I think we have a little vectorization in Silver8) - there is going to be some FUN! |
31 July 2016, 11:28 | #32 |
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Best, wich means stable and fastest Quake port is ClickBoom's Quake 060. That was a separete update wich at least was freely downloadable from several web sites.
I was prety sure that it is Amigas Futuredownloads, but I could found it. It is not Limited to 8bit screens, it supports every selectable screenmode. Wazp3d is no go, it made possible to play some games with Amiga OS4 / PPC, but it would require too much raw CPU power and everything doesn't work. |
31 July 2016, 12:51 | #33 |
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Mesa is good for running OpenGL software on AROS so I would expect the AROS 68k port would be possible on the Vampire board.
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31 July 2016, 13:00 | #34 |
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31 July 2016, 13:49 | #35 | |
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Clickboom's exe (all versions) are also more configurable. |
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31 July 2016, 14:42 | #36 |
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Do you have a link to the updated 060 exe?
the 060 version of clickboom quake im using returns 15.36 fps average for timedemo demo1, 320x200 ntsc the amiquake version novacoder released returns 16.3 fps average for timedemo demo1, 320x200 ntsc |
31 July 2016, 15:47 | #37 | |
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Integer OpenGL ES will *not* speed up floating point using Quake either. Don't expect the Tabor without FPU to run Quake 1/2/3 well. The Amiga has left the stone age and entered the copper age. Get ready for some Android ports but forget about a modern PC computer and games. Last edited by matthey; 31 July 2016 at 16:23. |
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31 July 2016, 16:21 | #38 | |
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So the question is; is there anything in Silver core 8 can be of use when trying to improve the Q2 experience. (Granted, we need to wait for the FPU to be enabled. And hopefully the FPU will be faster than the one in 060.) @matthey I know you don't agree with everything the Apollo team does, in your opinion, what would be the most useful feature to implement within the current level of ambition and a reasonable timeframe (and FPGA "real estate") with respect to having a useful platform for solid 3d gaming (quake 2 generation). Skickat från min HTC One via Tapatalk |
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31 July 2016, 16:45 | #39 | |||
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02 August 2016, 19:56 | #40 | |||
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FPU is still shrouded in mystery though. Compiler optimizations should come one day, but then I suppose the easiest solution is the brute force alternative. The cost of performance is passed on to the buyer. (Meaning, were paying top dollar for Apollo core in an Arria 10 FPGA. But then we magically have a 400MHz 060 and we can screw all optimizations ;-) . Skickat från min HTC One via Tapatalk |
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