29 October 2023, 19:30 | #2741 | |
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I'm not saying they didn't make mistakes, but sometimes it's easy to forget how super tight was the market environment they were operating in at the time. |
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29 October 2023, 20:24 | #2742 |
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If you snooze you loose, if they had implemented as said above the amiga would of been very special all over again.
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29 October 2023, 21:42 | #2743 |
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29 October 2023, 22:46 | #2744 |
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Planar was suited to low ram computers successfully. You can use 5bits per color not 8 bits. It was not very suited to 3d fps games and by 1992 ram chips became large and fast enough for chunky graphics. So planar technology became obsolete. Snes had mod 7 where they could rotate backgrounds to give pseudo 3d effect. Together with superfx chip they survived the 3d fps era. Commodore was not prepared for anything nor they have a solution
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30 October 2023, 05:40 | #2745 | |
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30 October 2023, 11:17 | #2746 |
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Planar makes sense right up to 7 bitplanes. It's more flexible in terms of how many colours you can have (the alternative is byte packing which really only works for 2,4 or 16 colours without wasting RAM). It's also easier to do blitting operations with, shifting left and right a few pixels is just done with simple barrel shifting etc.
But AGA crossed the line and went to 256 colour. At that point using 8 bitplanes instead of just encoding a pixel per byte doesn't really make any sense. It starts to be more awkward to plot individual pixels and the advantages of barrel shifting no longer apply when you could have just moved entire bytes. What's more it becomes a case of diminishing returns to increase colour depth, there was little call for anything between 8 and 16-bit colour depth so you were never going to want 10-bitplane displays etc. |
30 October 2023, 11:40 | #2747 |
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Zero or close to zero. You need a switch (like FMODE register bits and so many others that were introduced for AGA) and 8 multiplexers (about 8 transistors each depending on implementation) to reshuffle the bits from the shiftregisters before palette lookup. With slight changes to the chip layout (which was newly done for AGA anyway) we are talking about engineering days at most.
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30 October 2023, 12:38 | #2748 |
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Even if AGA had chunky mode, how much DMA would be needed to fill the screen? It might have needed VRAM to boost the bandwidth.
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30 October 2023, 20:22 | #2749 |
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With chunky pixels you could do a blitter that uses implied mask and can do a cookie-cut with 3 memory accesses instead of 4. And no memory needed for the mask either.
(And there is an optimization of not fetching background source (just advancing pointers) if mask is all-1(i.e. do not show any of the background) that triggers much more often and would be worth spending transistors on.) |
31 October 2023, 06:44 | #2750 | |
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http://wiki.icomp.de/wiki/Graffiti#U...he_chunky_mode [ Show youtube player ] Graffiti graphic box with Amiga's Doom port with 68030 @ 50 MHz CPU Ventisca 1230 III accelerator. It's A1200's AGA Chip RAM bandwidth. VGA has 4 bitplanes (16 colors) and 8-bit (256 colors) chunky pixels. Commodore could have integrated an additional chunky pixel raster for Lisa instead of a 16 million color palette. |
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31 October 2023, 06:50 | #2751 | |
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31 October 2023, 06:54 | #2752 | |
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Last edited by pixie; 31 October 2023 at 07:01. |
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31 October 2023, 09:51 | #2753 | |
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31 October 2023, 09:54 | #2754 |
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With a 14-28 mhz chipset and Ram, a copper that could move 2-4 moves with one instruction(depending on FMODE) 16 bit palette, blitter with byte alignment, you could have all the chunky that you wan
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01 November 2023, 01:55 | #2755 |
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Graffiti box and 68030 @ 50 Mhz accelerator card are two Amiga add-ons without economies of scale.
68030 and 68020 have similar effective IPCs (instructions per clock). Commodore's Ramsey 32-bit memory controller has a 25 Mhz clock speed. Due to Commodore management's "read my lips, no new chips" directive, Commodore engineers weren't allowed to build raster graphics IP on Ramsey 32-bit memory controller infrastructure during Amiga 3000's development. |
01 November 2023, 02:14 | #2756 | |
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I dont think it's a sufficient solution for the amiga range, yes it solves the chunky problem, answers the bandwidth question but it highlights that basic chunky mode in AGA would not have been sufficient without throughput, I.e. VRAM. Which also raises the question that by 1992 end of when the A1200 released shouldn't they have released it with 2MB VRAM, the priced were only 20% more than DRAM by that time. Don't get me wrong, the FPS would be fine for the likes of Doom but would be completely inefficient for high rez PC games. Perhaps the conversation becomes irrelevant with the arrival of the juggernaut that was the PS1. Last edited by lmimmfn; 01 November 2023 at 02:24. |
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01 November 2023, 09:27 | #2757 |
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@hammer
Gilbert wanted so bad to play japanese games (I admit some of them were great) and made the choice to buy a "cheap' SNES to play the same games as his friends. Gaming was his main concern. Most of his technical arguments are questionable. The funny thing is that 30 years later, many people who left the Amiga in the 90s or refused to support AGA systems, still try to justify it somehow. On the other hand, those who remained and acquired AGA machines, seem only rarely to regret it. Now, I would like ask one thing: In 1992 which other computer was able to offer 2D action games better than the Amiga ones ? Only japanese had one, and it was an expensive one... Last edited by logo; 01 November 2023 at 10:10. |
01 November 2023, 10:21 | #2758 | |
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I don't mind our usual squabbles about hardware & software, these can be fun of sorts, but when it all veers into cultism - or slagging off other platforms/games - it's just sad (yep, especially considering that 30 years have passed and it's old farts who should know better typing away). |
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01 November 2023, 10:33 | #2759 | |
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Changing DRAM for VRAM, on the other hand, likely would have required far more work because it would have messed up all the timing-sensitive OCS games that depended on certain sequences of DMA slots and CPU chipmem cycles. |
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01 November 2023, 12:42 | #2760 |
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@Dreadnought
Why do you feel concerned ? I didn't say "all of them" but "many of them". Let's me try to explain myself better. The first post of this thread try to explain why it was the right move to refuse to adopt an AGA Amiga back in the days. For me it was the contrary, and it's one of the reasons Commodore died (not enough customers) and why we didn't see a lot of great AGA games. Most systems don't get their best software on the first years. For example, the Megadrive and of course the A500 early adopters had to wait before to see the best of what their machines could do. I must admit I would have more consideration for the opinion of someone who had an AGA computer, and didn't like it (I'm still talking about Gilbert). About the importance of the choices we made 30 years ago, no it was not a political cause, if you're happy with what computers world today is. For some people like me, who dislike the most part of it, to stay an Amiga user was in some way a political act, a try and a modest contribution to keep the control of home computers (I put Atari users in the same bag, it wasn't Amiga exclusiv). Of course, we failed... For the ones into gaming only, a choice between Mario and Sonic, hadn't the same meaning, I do agree. Last edited by logo; 01 November 2023 at 13:22. |
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