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#181 | |
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Join Date: Mar 2012
Location: UK
Posts: 1,895
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Quote:
And it's not a specific Vampire/Pistorm port - just runs faster. We need to justify our purchases ![]() Last edited by Havie; 25 March 2024 at 08:56. |
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#182 | |
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Join Date: Jan 2008
Location: Warsaw/Poland
Age: 56
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Quote:
Speed differences are too big for me between meynaf and Kalms version on 68030. https://eab.abime.net/showpost.php?p...&postcount=196 |
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#183 |
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Join Date: Oct 2023
Location: London, UK
Posts: 124
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Thank you - yes I did originally see your post, which was one of the reasons I was encouraged to try a different C2P algorithm. I'm no C2P expert, but I'm guessing they're going to be impacted by DMA usage, screen resolution, number of bitplanes, bitplane transfer modes, accelerator card design and various other factors.
As a result, my singular test will probably not match your results exactly. Don't get me wrong, the HOMM algorithm was maybe about 5% slower from memory - there wasn't a lot in it. But either way, it didn't make me believe there was a lot of performance to be gained by experimenting with different algorithms vs. optimizing elsewhere in the codebase. Last edited by reassembler; 25 March 2024 at 11:09. Reason: typoe |
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#184 |
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Join Date: Jan 2008
Location: Warsaw/Poland
Age: 56
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If this is not special Kalms version for 68030. Then only T030 and HOMM2 versions are fast on 68030. Others are much slower.
Edit. Of course from benchmarked c2p. You can benchmark others c2p routine by replacing already available c2p, or by adding new entry for c2p. If I remember right (re)source code was attached. |
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#185 |
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Join Date: Jan 2008
Location: Warsaw/Poland
Age: 56
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Dont exist 1 universal fast c2p routine for all Amiga configs.
For me every good Amiga game/port which used c2p and speed is important must have menu/config. Amiga user can choose c2p routine used by game/port. Maybe You can create test/demo version of OutRun port within choosable c2p? Most of c2p routines are free, i think. Credits for author can be enough. |
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#186 |
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Join Date: Dec 2020
Location: Sunbury
Posts: 10
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Stats:
Logic 14 Road BG 5 Road FG 1C Tiles 17 Sprites 7D C2P FC Vblanks 1 AA3k+ with BFG060 @50mHz Again, as noted previously, with Network active (Genesis/AmiTCP), the demo locks up very quickly. Also did notice a solid horizontal black bar at times that moved with the background (see attachments). Fantastic Work though!!!! |
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#187 |
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Join Date: Sep 2007
Location: Stockholm
Posts: 4,357
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#188 |
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Join Date: Nov 2014
Location: Italy
Posts: 2,441
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winuae with cpu_speed=max, No JIT. information taken as soon as start the engine:
Logic C Road BG 1 Road FG 2 Tiles 2 Sprite 1B0 c2p 94 Vblanks 1 Last edited by Seiya; 26 March 2024 at 02:33. |
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#189 | |
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Join Date: May 2018
Location: Ireland
Posts: 691
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Quote:
What we all like to have is a decent Amiga version of Outrun that can run on hardware if tgr time, maybe it needs a 040 or higher, so be it. If others gave more powerful hardware thrn maybe they get 60FPS rather than 30 on native hardware, it's all good ![]() |
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#190 |
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Join Date: Sep 2019
Location: Italy
Age: 51
Posts: 302
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I wonder how much room for improvement is left
once the cars and all the logic are in the game. I see it very hard for a poor 030. |
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#191 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,465
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#192 |
Guru Meditating
Join Date: Jun 2014
Location: England
Posts: 2,356
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100Mhz BFG9060
Logic: D Road BG: 4 Road FG: 10 Tiles: 13 Sprites: 169 C2P: E5 Vblanks: 2 |
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#193 |
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Join Date: Sep 2019
Location: Italy
Age: 51
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I already own an 040, and in the future I will get a Pistorm.
But my comment above does not relate in what I have available. My interest was in knowing what kind of performance will be achievable on the 030, and how much further performance improvement over the current version again with the 030. |
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#194 | |
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Join Date: Oct 2023
Location: London, UK
Posts: 124
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I think we've got enough speed reports now. It runs on a variety of setups, which is the news I needed. I've fixed the lock-up bug also in the codebase.
Quote:
The most significant performance drains are already in: - Sprite Scaling (still some performance improvements to be found I suspect) - C2P (marginal improvements based on target hardware and algorithm) - Road Rendering (pretty optimized now, but you never know) The remaining game logic is relatively light. Rendering the Ferrari won't be significant. Rendering the traffic slightly more so, as it needs to sprite scale. However, even if I don't speed things up further by ingenuity, there are obvious areas to gain a 'cheap' increase in speed. - Reduce scenery (could easily speed dense levels up by 50% overall) - Remove the smaller tile layer which needs to be mixed transparently (or simply blit it over the background tile layer and have them both scroll at the same speed) - Toggle Shadows - Reduce the display height. Simply not rendering the top 32 pixels in a C2P fashion where the HUD lives could yield a decent increase. - Insert your idea here. I quite enjoy optimizing code though. So my preference is always to optimize as much as possible rather than immediately reach for the scissors. It's not like I'm employed by US Gold and have to get this out for a deadline! ![]() I'm unsure what drain a MOD player and effects mixing will have at this stage, having not coded for the Amiga previously. All part of the adventure. |
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#195 | |
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Join Date: Jul 2017
Location: Oxford
Posts: 107
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Quote:
Also, those numbers don't look too right, I get that the C2P used might not be the best for the 68060, but how can it spend 20% vs 14% being almost 4 times faster than the 68030 in the Blizzard? Or maybe it says exactly the opposite, ie that the c2p takes *a lot of time* as it really steals a lot of valuable time from a faster CPU. Back to the AAA, 15 engineers for how long? Every insider said that the engineering team was heavily underfunded and incremental projects were cancelled more often than not. Lack of any business plan, according to Pleasance. |
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#196 | |
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Join Date: Jul 2017
Location: Oxford
Posts: 107
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Quote:
I found that with DoomAttack, the blitter C2P gives almost the same results as the Akiko c2p. Might also make the game playable on lower specced CPUs (ie: 68030@25MHZ). |
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#197 | |
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Join Date: Feb 2017
Location: Denmark
Posts: 1,215
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Quote:
Yeah, there doesn't seem be much point in optimizing C2P now (since you're not overlapping it with anything else). It can (potentially) be a cherry on the top at the end. Sprite scaling seems to be the major bottleneck, for good reasons of course. If you're currently just doing the obvious thing of scaling down large sprites, maybe it is worth looking into using precomputed mipmaps. Not for fidelity, but to limit memory fetches needed for smaller incarnations. For transparent ones (which I guess are most of them) maybe it's also possible and faster to process them "SIMD-like" one long word at a time? (Haven't though this one through). Just some food for thought, as you seem quite capable of optimizing on your own ![]() Playing mods is usually not that bad, but effect mixing might be depending on how advanced stuff you're doing. |
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#198 |
Guru Meditating
Join Date: Jun 2014
Location: England
Posts: 2,356
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@emiespo please let us not go back to AAA arguments with Bruce Abbot. This thread is about this amazing Outrun port. There are other threads for what ifs.
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#199 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,370
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are you sure you need to scale the cars too? Or maybe scale them in a cache and use the cache afterwards? there aren't too many car types IIRC.
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#200 | |
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Join Date: Oct 2023
Location: London, UK
Posts: 124
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Quote:
For the sprites - I actually think one decent optimization would be to not worry about x-clipping the sprites and making the chunky buffer wider with padding either side. It may sound counter-intuitive, but often the dumb approaches can work as well as the intellectual ones when looking for speed increases. Sometimes it's just faster to write data no matter what. I haven't really delved into the C2P algorithms deep enough to understand whether this is trivial, or would incur a performance decrease - if they expect the chunky data to be contiguous for example and an equal size (well bitplane wise) to the target bitplanes. If anyone out there has coded C2P algorithms in detail and is happy to talk me through it in detail via e-mail and answer dumb questions, drop me a PM. |
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