02 March 2024, 21:35 | #21 |
Registered User
Join Date: Aug 2020
Location: Namestovo/Slovakia
Posts: 16
|
|
03 March 2024, 03:24 | #22 | ||
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,649
|
Quote:
I don't have an A1200 RAM board at present (though I do intend to buy one). However I found this post from 'Cammy' at Amiga.org:- Quote:
Here we see that an A1200 with FastRAM got 3.6 fps (~4 fps at 2 steps down) using 'blitter assisted c2p'. Curiously a CD32 with FastRAM got 3.9 fps. Using akiko c2p the CD32 got 5.8 fps, which is the same as a 28MHz 030 with blitter-assisted c2p. pretty impressive that the stock 14MHz 020 with FastRAM and akiko matches an 030 going twice as fast! On reading this I realized that I hadn't tested my system with blitter-assisted c2p (thinking it was slower than optimized c2p on a fast CPU). So I tested it just now and guess what, it's faster! 10.93 fps, ie. the same speed as direct copy to ChipRAM. This means chunky mode would have no benefit at all! However the results for the CD32 with akiko show that chunky mode would make a significant improvement to a stock A1200 (with or without FastRAM). When I get a RAM board I will test it to find out how much faster Doom could have run on it with chunky mode. Next step after that - design a circuit that adds chunky mode to the AGA chipset. |
||
03 March 2024, 03:58 | #23 | |
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,649
|
Here's another interesting post from 'skolman' on Amiga.org, showing execution time of the Gloom c2p routine on various systems:-
Quote:
This illustrates another reason for having akiko or chunky, less programming effort required to get optimum results. This could have helped to encourage developers to port games from the PC. Unfortunately the engineers working on the AGA chipset didn't think chunky was important enough to implement - which it wasn't for 2D games developed for the Amiga. |
|
03 March 2024, 12:22 | #24 | |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,335
|
Quote:
|
|
03 March 2024, 13:12 | #25 |
Registered User
Join Date: Jan 2019
Location: Germany
Posts: 3,247
|
No, it means that you haven't understood the problem. You are with this approach wasting resources you could invest better into something else. ChipRAM bandwidth is one of the bottlenecks, and with the current design the limiting factor. Remove that bottleneck - then planar to chunky conversion becomes the bottleneck. If you're wasting CPU or blitter resources do to the conversion, you don't have these resources available to do something better instead.
|
04 March 2024, 00:20 | #26 | |
Registered User
Join Date: Apr 2020
Location: Norwich, UK
Posts: 21
|
Quote:
You say that, but isn't something badly wrong when you're development is not focused on improving the product range bringing in significantly more cash? It really should not been hard to see. If only they hadn't strayed as far as they did from the original mission of a games focused machine If the higher end had a reduced budget, like it should, the appeal of leaning on 3rd party cards more would've surely been stronger |
|
04 March 2024, 00:34 | #27 | |
Registered User
Join Date: May 2023
Location: Norwich
Posts: 415
|
Quote:
|
|
04 March 2024, 07:33 | #28 | |
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,649
|
Quote:
Trying to do too much at once is why AAA was stillborn. AGA was late even without doubling the bus speed, or adding chunky mode or a 32 bit blitter or 8 sound channels. The time needed to implement that stuff was time that Commodore - and the market - didn't have. I'm sure the engineers would have loved to implement all those things. But that was what AAA was supposed to be. In the mean time they needed something now to replace the aging A500. They all thought AGA was a pretty good step up, and I agree. With up to 4 times the DMA bandwidth increasing effective blitter speed by up to 60% or more, 256 colors and HAM 8 in all resolutions up to 1280x512, bigger sprites and more colorful dual playfields, there was plenty for Amiga developers and users to like. Add a 32 bit CPU running at twice the clock speed of the 68000 and you have big step up on the A500 - for a very modest price increase. Then you come barging in 32 years later to dump on their efforts - which is not only very silly but also off-topic for this thread. AGA bandwidth is what it is and arguing that it should have been something else is not helping at all. |
|
04 March 2024, 18:04 | #29 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,293
|
This is now a what if thread, excellent!
|
04 March 2024, 18:25 | #30 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,728
|
|
04 March 2024, 18:47 | #31 |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,478
|
|
04 March 2024, 22:25 | #32 | |||
Registered User
Join Date: Jan 2019
Location: Germany
Posts: 3,247
|
Quote:
Quote:
Quote:
AGA bandwidth is what it should have been two years earlier. And that two years they could have used to design a better system. Planar was certainly *not* the way to move foreward anymore, it was rather obvious to see. |
|||
05 March 2024, 00:21 | #33 | |||||||
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,649
|
Quote:
Quote:
Quote:
Quote:
The measurements are not 'biased', they are simply reality. If you disagree then please show us your code that gets a faster frame rate in Doom using some other method. You talk about 'bad decisions' with the benefit of your 20/20 hindsight and armchair engineering skills, as if you would have done better. Maybe you are right and Jay Miner etc. were all idiots compared to you, but without a time machine there's nothing anyone can do about that. That's not to say we can't make improvements now though. Please show us your design for a circuit with chunky pixels and much faster operation that can be added to or replace the AGA chipset at a reasonable price. Here's something to get you started:- Amiga Replacement Project Quote:
Quote:
Quote:
Your rant is off-topic. There are other threads you can post in to argue your theories - though be warned that the subject has already been discussed ad nauseam. Here we are discussing c2p performance on actual Amiga hardware, not some theoretical machine that you imagine would have appeared in a perfect universe. |
|||||||
05 March 2024, 02:48 | #34 |
Registered User
Join Date: May 2018
Location: Ireland
Posts: 684
|
|
05 March 2024, 04:42 | #35 |
Registered User
Join Date: Dec 2015
Location: USA
Posts: 2,932
|
What if ID made Doom in the Shadow of the Beast engine.
+So many more frames of animation for each character. +You can just shoot things instead of limply punching them. +Will run at a high framerate on a 68000@7MHz. -Scrolling will be jerky on anything less than a Pentium, apparently, I guess. -Joystick and keyboard support comes later, if you have a really wide mousepad, it's not so bad but you are literally scrolling horizontally the linear feet your character is running. |
05 March 2024, 07:06 | #36 | |||||||||||
Registered User
Join Date: Jan 2019
Location: Germany
Posts: 3,247
|
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
|
|||||||||||
05 March 2024, 08:56 | #37 | |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,478
|
Quote:
|
|
05 March 2024, 10:14 | #38 |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,041
|
|
05 March 2024, 11:05 | #39 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,234
|
To get this thread back on topic, the basic question is perhaps not well phrased. They all consume about 100% CPU while they run. The CPU itself might be stalling for data or on writes during that time if it's really fast and the memory is slow, but you aren't going to be task switching in the middle to save them cycles for something else: it's a short cpu/memory bound workload.
A better question might be, how long does c2p take? You can start by benchmarking your best fast to chip copy time. That's your "light speed" solution that you won't get any faster than. Divide your screen area to be converted (in bytes) by that number to get a value in seconds. That's your absolute best case. Any actual c2p will be slower. The best ones, on 060 with good memory interfaces, tend to almost perfect and we say they achieve "copy speed". |
05 March 2024, 11:29 | #40 |
Registered User
Join Date: Jan 2019
Location: Germany
Posts: 3,247
|
Yes, you can achieve "copy speed", but that's because "copy speed" is slow. The trick is to avoid the copy in first place, and let the chipset do the work. But that's not possible due to an architecture bound to planar.
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Selling A3660 CPU card, including Rev 5 CPU - NEW - professionally built | tbtorro | MarketPlace | 1 | 17 June 2018 19:14 |
Blitter C2P? How? | Samurai_Crow | Coders. Asm / Hardware | 21 | 24 April 2018 19:12 |
Any C2P experts here? | oRBIT | Coders. General | 36 | 27 April 2010 07:26 |
C2P....help! | NovaCoder | Coders. General | 8 | 17 December 2009 00:15 |
Game in c2p? | oRBIT | Amiga scene | 11 | 01 February 2007 21:28 |
|
|