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#3481 |
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Location: Hastings, New Zealand
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SysInfo doesn't tell the full story. AIBB gives you a better idea of how real code will perform. With the instruction cache on:- Memtest is 30% faster, Dhrystone is 35% faster, Matrix is 75% faster, Sort is 98% faster, Sieve is 138% faster.
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#3482 | |
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Amiga OCS's 6-bitplanes are suitable for 1985-era memory bandwidth. It's too bad the color register wasn't expanded to the proper 64-color display mode. A proper 64-color display with a 4096 color palette is superior to Mega Drive's 64 colors with a 512 color palette. AGA includes 6-bit to 8-bit plane modes with AAA's 16 million color palette. VGA was designed beyond the 1987 memory bandwidth and it scaled with faster VGA clones. Amiga has Copper Chunky but this path is not a proper chunky pixel screen mode. The Graffiti retrofits chunky pixel support after Lisa/Denise's raster, but Graffiti has its overheads. If AGA had chunky pixel support, there's the problem with a weak CPU e.g. refer to SNES's SuperFX2 Doom port despite Mode 7's chunky pixel support. For Doom-type games, SNES is facing a single problem while AGA is facing two problems. Nintendo lost its game platform leadership to Sony's PS1. Nintendo had less experience with 3D, hence hiring SGI for N64. SGI's key engineers for N64 project founded ArtX which is later purchased by ATI. SNES's Super FX chip was designed by Argonaut Games. For the hardware, Argonaut Games contacted Flare Technology, the same people who designed the Atari Jaguar. https://www.gamedeveloper.com/progra...super-nintendo 3DFX is also stacked with ex-SGI's engineers. SGI was bleeding engineers who wanted the "power without the price" 3D direction. PS1's Ken Kutaragi designed SNES's S-SMP audio solution that includes a 24.576 MHz 8-bit CPU, 24.576 Mhz 16-bit DSP, and 64 KB of SRAM. The approach is repeated for PS1, PS2's Emotion Engine, and PS3's CELL SPU. STI's CELL has limits and contracted NVIDIA for GeForce 7-based 3D accelerated GPU. Kutaragi's motivation was when he watched his daughter play a Famicom and realized the potential that existed within video games. Without Sony CEO's support, Ken Kutaragi wouldn't be in a happy place since Sony's executives were furious with Kutaragi's skunkworks. Commodore's original Los Gatos Amiga team shutdown wasn't a good idea for Amiga's core logic R&D development. Commodore Germany won the corporate politics. My point, a tech company's core assets are the proven engineers. Last edited by hammer; 08 April 2024 at 09:08. |
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#3483 |
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Location: Poland
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MIPS doesn't tell anything... I can have AVR 20MHz giving out nearly 20 MIPS. It could barely get 1DMIPS probably. Because MIPS only shows how many instructions per second processor can do, DMIPS does follow standardized set of actual calculations (so indicates how much of usable work processor can do, not just how many flimsy instructions which might or might not relate to actual computational power). It's stupid to assume 16bit processor with 8bit bus running at 3.58MHz can run nearly as fast as 32b processor with 32bit data bus and small cache running at 14MHz. And no, there is no discrete main and graphic memory access on 5A22. Check schematics - 5A22 talks to S-PPU (1&2) and those have own RAM which 5A22 cannot address directly. So that design is like castrated Amiga with fast RAM. CPU has access to private work memory but does access everything else through chipset registers. In case of Amiga CPU doesn't have private memory at stock configuration but indeed does have access to chipset memory. SNES processor don't, not for PPU memory and not for DSP memory. So you can't do things you can do with Amiga with really fast CPU.
https://en.wikipedia.org/wiki/List_o...ancement_chips Pilotwings uses DSP ... Just as I said - there were great number of games using enhancement chips on SNES. On Amiga games were designed to run on stock models, later on with RAM expanded models. Only near commodore's demise actual turbo cards etc. were required. Last edited by Promilus; 08 April 2024 at 06:03. |
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#3484 |
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AIBB does this by using data already stored in SRAM registers. The real-world game workload has data being fetched from memory.
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#3485 | ||||
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68020 has a tiny instruction cache and real-world game workload has data being fetched from memory. SNES has a Wolfenstein 3D port. Mega Drive (68000@ 7.6 MHz) has a Wolfenstein 3D port with line skips like on A500's Dread/Grind. A1200's CPU is almost 2X faster with 32-bit Fast RAM. 68000 requires 4 clock cycles to access RAM comparing only 2 cycles for 65C816. Quote:
For proper acceleration, the CPU and GPU should remain in their lanes. Quote:
CPU's IO interference with the GPU's operations can disportationally degrade raster performance. https://cdn.wccftech.com/wp-content/...40-not-176.png PS4 example PS5 has 512 MB DDR4 and 16 GDDR6 memory pools. PS4 Pro has 1 GB DDR3 and 8 GDDR5 memory pools. AMD APUs can still support external memory controllers via the southbridge. Last edited by hammer; 08 April 2024 at 09:12. |
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#3486 | |||||
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As for your '386DX-33 CPU and ET4000 or Trident 8900CL or WD90C32 SVGA chipsets', such a machine was far more expensive than the A1200 - putting it into another league. But it wasn't long before you could buy an A1200 accelerator card that provided similar performance. Maybe the combination wasn't that much cheaper (why would you expect it to be?), but you could do it as your budget allowed. Personally I was happy to pay a similar price - or even more - to get that performance on an Amiga vs a PC. Please stop with the silly Amiga vs PC price comparisons. Maybe price was the only important factor for you, but for many of us it wasn't. Quote:
More importantly, all the magazine reviews suggested that a high-end system was required, putting many PC owners off. It was quite annoying in the PC world when games had 'minimum system requirements' that they barely ran on if at all. Gamers got used to taking the 'recommended' system as the practical minimum. Quote:
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#3487 | |
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But all this is missing the point - the A1200 was designed to be an enhanced replacement for the A500, not a mid-range or high-end machine. The 020 in a stock A1200 is at least twice as fast as the 68000, and much faster on some stuff like shift/rotate and 32 bit mul/div instructions. So code optimized for the A1200 often runs a lot faster than the clock speed alone would suggest. 2 to 4 times the processing power can make a big difference. Combine this with much lower bitplane DMA contention and the A1200 is a developer's dream compared to the A500. If the stock A1200 wasn't fast enough then you could add a RAM board - which many owners were expected to do as game requirements increased (just like happened with the A500) - or an accelerator card. Interestingly there were initially more accelerator cards being produced for the A1200 than RAM boards. I guess manufacturers expected that many users would want even more processing power. |
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#3488 | |||
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For Australia June 1992's PC 386DX ![]() VS June 1993's Amiga 1200 ![]() vs Sep 1993's 486SX25 (near Xmas 1993) ![]() In Australia, the Amiga wasn't price competitive in Q4 1992 and 1993. "Power without the price" comes back to bite A1200 with a 32-bit CPU accelerator platform. Quote:
"Power without the price" comes back to bite A1200 with a 32-bit CPU accelerator platform. |
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#3489 | ||
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On most systems in those days memory cycle speed was limited by the RAM, not the CPU. If you put a 65C816 into the Amiga it would have to run at 3.58 MHz and wouldn't be any faster in general. The 65C816 is more efficient at doing some stuff than the 68000, but only has a few registers and is not good on 32 bit. It doesn't scale well. A system using it would be stuck in 16-bit land. We are fortunate that Jay Miner wanted a 68000 in the Amiga, rather that the 65C02 the team was originally going to use in their game console (65C816 wasn't an option because it wasn't fully released until 1985). Quote:
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#3490 | ||||
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CPU registers are small SRAM data storage, the fastest known data storage method.
Modern GPUs' SRAM registers in the multi-megabyte storage range as an extreme implementation. Quote:
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68EC020 has a barrel shifter, but the CPU operates 32-bit 7 Mhz 68EC020 effective in stock A1200. AGA Alice's' Blitter is still 16-bit, hence wasted the "32-bit" memory bus. The "new 32-bit 3D" general market expectation from 1992-to-1994 needs to be more than 2X over A500's 68000 implementation. Deliver a "new 32-bit 2.5D/3D" gaming experience or compete against SNES's late 16-bit strong 2D gaming experience. Quote:
AGA Alice has 2 clock cycle improvements and AGA Lisa has 32-bit bus improvements. The Blitter needs to be improved by 4X for fast 640x400p 256 colors. Quote:
Last edited by hammer; 08 April 2024 at 08:11. |
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#3491 | ||
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It's relevant. Refer to 68000 (without factoring four clock cycles for memory access) being faster than the 65C816 (two clock cycles for memory access) argument.
A1200 has two cycles for memory access improvements. Quote:
For Xenix 286, 16-bit 80286 runs at a higher clock speed, 16-bit front side bus, and includes MMU. 65C816 remains as a toy CPU. Quote:
1985 had 32-bit with MMU i386's release which is too late for Amiga Lorraine. 65C816's R&D road map is inferior. For a 32-bit CPU, Bill Mensch recommends the ARM CPU family instead. You can't handle the truth with shared memory's downside. Last edited by hammer; 08 April 2024 at 08:08. |
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#3492 | ||||
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Like a cracked record you are.
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Comparing this clone crap to a name brand computer is not fair. Show us the price of a full 386DX system (not a few no-name clone parts thrown together) in a high-street shop. Quote:
I wish I had kept some price lists and flyers from that era. Unfortunately I threw away all the paperwork after closing the business and only have a bit of stuff from 1996 on (hiding on my 1200's hard drive). Quote:
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#3493 | |||
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A1200 is in play in Australia's 1993 market. The year 1993 was Commodore's critical year and its main bulk for A1200 shipments with Commodore's strongest markets. During Australia's October 1992, ![]() 386DX-40 PC with 128 KB cache, 2 MB RAM, 80 MB HDD, 1.44 FDD, Keyboard, Super IDE card, 512 KB SVGA card, SVGA monitor, 2 serial, 1 printer port, 1 game port, mini-tower) has $1570 AUD 386SX-33 PC with 2 MB RAM, 42 MB HDD, 1.44 FDD, Keyboard, Super IDE card, 512 KB SVGA card, SVGA monitor, 2 serial, 1 printer port, 1 game port, mini-tower) has $1260 AUD Australian market's November 1993 for the state of Victoria. From Australian Personal Computer magazine ![]() 486SX-33 (4MB RAM, 125 MB HDD, SVGA monitor, SVGA card, 2 serial, 1 printer port, 1 game port, 1.44 FDD) has $1595. 386DX-40 (4MB RAM, 125 MB HDD, SVGA monitor, SVGA card, 2 serial, 1 printer port, 1 game port, 1.44 FDD) has $1450 386SX-33 (4MB RAM, 125 MB HDD, SVGA monitor, SVGA card, 2 serial, 1 printer port, 1 game port, 1.44 FDD) has $1385 ![]() The next page has ET4000 for $145. Sound Blaster 2.0 for $135. ------------------ https://archive.org/details/Australi...ge/n3/mode/2up Australian Commodore and Amiga Review, October 1993. Page 4 of 84 A1200 barebone = $799 A1200 with 40 MB HDD = $995 AUD A1200 with 85 MB HDD = $1349 AUD A1200 RAM card with 0 MB = $249 AUD From the state of Western Australia. Page 12 of 84 GVP A1230 030 with No Co-Pro and 0 MB RAM =$ 876 GVP A1230/030 & 68882 40Mhz with 4 MB RAM = $1176 Page 42 of 84 GVP A1200 SCSI with 4 MB RAM = $895 GVP A1200/030 at 40 Mhz and 4MB RAM = $1195.00 A1200 with 40 MB HDD + GVP A1200 SCSI with 4 MB RAM = $1,871 Page 56 of 84 Phase 5 Blizzard A1200/4 with 4MB RAM and clock = $499 A1200 with 40 MB HDD + Blizzard A1200/4 (4MB RAM card) = $1,494. A1200 with 85 MB HDD + Blizzard A1200/4 (4MB RAM card) = $1,848. A1200 barebone + Blizzard A1200/4 (4MB RAM card)= $1,298. No hard disk. A1200 with 32-bit Fast RAM is about a PC with 386DX-16 to 20 and ET4000AX or Trident 8900CL. Page 64 of 84 Seagate 2.5 inch, 128 MB IDE = $245. A1200 barebone + Blizzard A1200/4 (4MB RAM card) + Seagate 128 MB HDD = $1,543 Quote:
My 1st C= A500 Rev6A 1. A fault with the Agnus socket and it was sent to Commodore for repairs. 2. A fault with the PSU and it was sent to Commodore for repairs. This is the same hardware flaw as my friend's A500 Rev5 PSU. This A500 Rev5 was abandoned when his family purchased a 486DX-33 PC and I kept this A500 Rev5 in storage since 1993 until the COVID-19 lockdown and I repaired this PSU. Without the internet, diagnosing the hardware fault was a problem. My 1st A500 Rev6A was traded in for an ex-corporate A3000 (AmigaOS 2.04, 1MB Chip RAM, 1 MB Fast RAM, 25Mhz CPU/FPU, Amiga Vision software package) in early 1992. I purchased my 2nd A500 Rev6A with chips from the mentioned A500 Rev5, ECS Agnus 1 MB, and a UK keyboard from A500Plus during the COVID-19 lockdown. My C= A1200 Rev1d4, I repaired its timing bugs. PC's brand names like Dell are for corporations with corporate support contracts. Quote:
Jack Tramiel's "power without the price" is against Apple Mac's B/W release. Amiga OCS's "power without the price" is against other 4096 color palette competitors. e.g. IBM PGC, NEC PC-98. Last edited by hammer; 08 April 2024 at 09:06. |
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#3494 | |||||
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BTW in 1981 I designed and built my own home computer from scratch using shared memory. Upside - much simpler circuit using fewer parts. Downside - none. I also used the latest 2k static RAM chips. They cost more but were cheaper once you factored in the reduced support circuitry and design effort. Someday I hope to reproduce this design - I still have the original 6802 CPU! |
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#3495 | ||
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[ Show youtube player ] Wing Commander VGA on 386SX-33 (16-bit front side bus). Slightly jerky frame rates. vs [ Show youtube player ] Wing Commander VGA on 386DX-25 (32-bit front side bus). 386DX-25 version has smooth frame rates. [ Show youtube player ] Wing Commander CD32 with Akiko wasn't smooth on stock CD32. Fast RAM is not enough. Needs about 25 Mhz 68020/68030 CPU. I have 8MB Fast RAM with my A1200 before TF1260 and PiStorm32. Last edited by hammer; 08 April 2024 at 09:50. |
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#3496 | |
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It uses the DSP-1 chip. |
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#3497 | |||
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It's relevant when this topic is about comparing A1200 against the world. Quote:
PS4's Liverpool GPU's ROPS has a very tiny render cache directly connected to the memory controller. GCN's texture units are connected to the GPU's L2 cache. VEGA GPU generation was AMD's 1st GPU ROPS (raster operations) connected to the GPU's multi-MB L2 cache design. NVIDIA's Maxwell GPU family has texture and ROPS units connected to the GPU's L2 cache. Intel IGP has access to the L3 cache via the ring bus. Intel/AMD/NVIDIA are aware of the shared memory bus issues and have mitigated against them by throwing transistors at the problem. AMD and NVIDIA have improved Delta Color Compression to maximize GPU's cache storage. Quote:
3DO and PS1 have two discrete memory pools. There was a design flaw with the PS4. Commodore can't survive with your non-gaming Amiga use case. Last edited by hammer; 08 April 2024 at 10:35. |
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#3498 |
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#3499 | ||||||||||
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Sure, it was a design which was not centered on high performance of 16bit apps, it was a hack on existing 8bit 6502 to address more memory and maybe improve performance slightly. It was hardly 16bit much like 68000 was hardly 32bit. But at least 68000 had fairly large amount of registers and pretty wide ones. Didn't suffer penalty from working on 16bit data (65C816 does due to limited performance of 8bit data bus). That's why I wrote MIPS ain't everything. How powerful instruction set is affects performance more than just MIPS count. That's why I did apply your mythical MIPS count as indicator of performance. 8bit RISC core can't outperform 16bit CISC processor easily and hardly has a chance against 32bit one. And you kind of did such silly comparison of 5A22@3.58 vs 14MHz 68EC020.
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[ Show youtube player ] Yeah...right. Quote:
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#3500 |
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Damn, seeing you all bite into hammer's bait is really pitiful...
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For Sale - A1200/A1000/IndiAGA MkII/A1200 Trapdoor Ram & Other Goodies! | fitzsteve | MarketPlace | 1 | 11 December 2012 10:32 |
Trading A1200 030 acc and A1200 indivision for Amiga stuff | 8bitbubsy | MarketPlace | 17 | 14 December 2009 21:50 |
Trade Mac g3 300/400 or A1200 for an A1200 accellerator | BiL0 | MarketPlace | 0 | 07 June 2006 17:41 |
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