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Does anyone know, what is the current status of Vampire SAGA? Is it possible to program directly like for OCS/ECS/AGA? Does it have similar DMA control registers for bitplane, sprite, blitter, copper, audio and disk, located at $dff000?. And copperlists etc. of course.
I hope the documentation will be better for SAGA than for AGA..currently I have only some VGA compatible displays around, and it was difficult enough to open correctly a 640x480 screen with AGA in hardware. There are some docs available for AGA, but they aren't quite right. I'm seeing things like people opening screens with -8 modulo in 4x fetchmode, instead of setting display DMA data fetch regs properly, or screens that are wrongly aligned/missing data. |
All SAGA features are controlled through registers in the traditional register address space. This also means that they can be controlled by the copper. Of course, copper tricks won't be available through RTG libraries. So some hardware banging may even be necessary to unleash the full power of SAGA (e.g. planar overlays over chunky screens, totally free hardware scrolling of chunky screens etc). Otherwise SAGA would only be very fast AGA plus very fast RTG (which is pretty nice already).
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Apart from the fact that, as Grond points out, the RTG feature of the Vampire soaks up RAM bandwidth (more with higher resolutions), it is also unaccelerated. That means that the CPU will need to do the job of the blitter, further degrading the performance. And that's even discounting the fact that 060+RTG games are just so 2001. |
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It is a real-world comparison with a Cybervision 64 and P-IV setup. It is probably not quite up to Voodoo 3 speeds, but hopefully it can get close with further optimizations (resolution cannot though).
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While your mediator setup can drive high resolutions, the bus that connects the graphics memory to the processor is so slow that you can watch the pixels being updated one after the other. Not my definition of a fast graphics solution. |
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At lower resolutions of course it's instant - 1600x1200 for example has no perceptible screen switching time. |
I think the point here was that perhaps Payback was designed specifically to take advantage of Voodoo 3 cards. The only way the Vampire could compete with that is to make it Voodoo 3 compatible (which seems like a silly way to go). You could also look at it another way that software that was designed to utilize AMMX and the other Vampire specific features does not run well on non-Vampire software (if at all). It is not the fault of the hardware or the software specifically, but a combination of the two.
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Well, I was comparing the software rendering mode since I prefer that to the Warp3D mode. Obviously comparing two different executables optimised for different hardware would be pointless in this context. That game mode is graphics card independent, though I'm sure it relies heavily on standard P96 functions that are accelerated on most cards, just like Intuition and any other system-friendly software.
Pushing a screen to video memory pixel-by-pixel would obviously be extremely slow on such a setup, and much faster on a Vampire. Thankfully most software doesn't use such methods. |
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Well, then I think this new P96 driver should provide significant speed boosts in Payback since the improvements looks like they are generally scattered all over the P96 accelerated functions.
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The original P96 driver didn't use AMMX at all. The new one uses AMMX2.
Sent from my Prism II using Tapatalk |
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