26 December 2020, 16:50 | #21 |
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The graphics system cannae cope captain!
I guess what I'm saying, is i see an 030 doing GBA Style stuff but in less colours. Doom style games, shadow of the 3rd moon, mario kart style racers,semi polygon racers like flyin' high, tfx,it's done them already. Tiny teams with small resources, often with a demo scene background and no prior games experience. What could an 030 Have achieved with larger teams and more money? Stuff not far off GBA i would think. And if your trying to match the GBA at its own resolution, you have more cycles to play with, and less screen to update. |
27 December 2020, 22:16 | #22 | |
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Commodore would have released the Amiga CD-64 a couple of years previous to the GBA if it hadn't gone bust so that would have destroyed the GBA in terms of specs and it would have pushed the Atari Mountain Puma 128 out of the market |
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27 December 2020, 22:30 | #23 | |
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28 December 2020, 00:44 | #24 |
mä vaan
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It is not about hardware, it is about a programmer, willing to do that.
There are Extreme Racing [ Show youtube player ] GBA's small screen is very forgiving, those games would not look that good in 22" screen. There are sever lack of car games for a Amiga. If target would Amiga with accelerator many kind of games would be possible. |
28 December 2020, 02:32 | #25 |
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Most Amiga games don't look that good on a 22" (or bigger) screen. They were kind of designed for smaller screens than that
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28 December 2020, 10:07 | #26 | |
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But it released almost 8 years later, so that's expected. |
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28 December 2020, 10:58 | #27 | |
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But the topic here is pretty simple, what spec Amiga does it take to perform (roughly) equally as a GBA. We don't need to feel bad about the older tech in the Amiga or come up with excuses for why it would be unfair to compare (its always tricky to compare tech that has no exact equivalent). ;-) Because I believe a high specced Amiga can for all intents and purposes match the performance of an GBA in overall look, feel and playability. (We can ignore other barely noticeable details) And yes, its fair to say Amiga would only need to run a (e.g.) chunky pixel display equivalent at 1x2 (double Y-pixels) so that the output resolution as roughly equal. |
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28 December 2020, 11:06 | #28 | |
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Since no one has any idea here how much CPU grunt those sprite transformation functions would take on 128 sprites of that size, I'd say this discussion of which 68k CPU is capable is a bit pointless unless joined by a demo coder who had done something in that vein. |
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28 December 2020, 11:55 | #29 | |
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If you want to compare full-size hardware, then in 2001 you could buy an Xbox, Gamecube or Pentium 4 PC. Handhelds are always step behind such raw power, for obvious reasons. Blasphemer 21" CRTs are doing just fine, especially in NTSC mode, and they were already a standard back then. |
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28 December 2020, 12:32 | #30 | |
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So maybe there would be two specs for Amiga.. One with AGA+powerful CPU (040/060) and a second spec with RTG + a lesser CPU. (e.g. towerised Amiga with appropriate GFX card card +030) but if we start throwing in stuff like Voodoo 3 cards, then we are crossing a line here with "modern hardware that didnt really exist when Amiga was "still alive") |
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28 December 2020, 12:51 | #31 | |
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Unless you're talking about using a NTSC 21" TV, in which case you clearly didn't care about image quality to begin with |
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28 December 2020, 14:12 | #32 | |
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But, as usual, that's probably material for another topic |
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28 December 2020, 14:22 | #33 | ||
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Anyway, there's no blasphemy here - all people I know/knew did not use big screens for their computers, even if they had no monitor. Plenty (including me) used a TV, but usually a fairly small one. Quote:
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28 December 2020, 23:11 | #34 | |
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What's the goal then? To have something that looks like any GBA game? I am certain there are GBA games that look worse enough that they can be done with a stock A500. Problem solved. Or do you want to perfectly recreate the GBA's capabilities. Then you'd need to go to for 512 colors, 128 sprites, all of its sprite tricks, and everything else, and not just "oh, this will do to look somehow alike". |
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29 December 2020, 01:31 | #35 | |
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If you saw a Doom port run on a console back in the day (rather than a DOS PC).. What parameters were you judging it by? If it looked like Doom, played like Doom at a decent resolution and framerate then it was Doom, right? We didn't compare if samples were 44kHz or 22kHz etc.. For example I think we now all agree you can play Doom on a 50MHz 030 Amiga. So.. I saw some pretty impressive 3D GBA titles on YouTube and it got me thinking what Amiga it would actually take to actually run such a game at a decent framerate. GBA wasn't even supposed to be a 3d gaming console. It was good at 2d and it had some neat hardware for that. So just like the Amiga it lacks dedicated 3d hardware.. So I'll make this easy: what Amiga set-up could run Vrally3 or Need For Speed Most Wanted (as they look on GBA) at 1x2 (chunky res) at lets say 20fps? Basically if you would see a side by side comparison with the GBA you'd think "yea, this game is just as good on the Amiga as on the GBA": |
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29 December 2020, 01:40 | #36 | |
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If you give code to KK/Altair. Joke aside, I think 030/50Mhz would be enough for something like that. I think 040 can definitely do everything GBA can, and even much more. |
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29 December 2020, 03:40 | #37 |
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I think it needs a 040 and gfx card, even that may be enough depending on the title. Tech advanced and in a short period of time that a high powered amiga is needed.
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29 December 2020, 07:12 | #38 | |
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[QUOTE=eXeler0;1449197]We don't have to send a report to the autistic association (no offence to any autistic ppl) ;-)
You start a technical discussion, but when tech savvy people ask you about what exactly your parameters are for it they get called autistic. Quote:
If this is what you are asking about this thread's title is misleading. You don't want to know what kind of Amiga matches the GBA, you are asking about what kind of Amiga is needed to do that kind of low poly textured 3D. Last edited by Tigerskunk; 29 December 2020 at 07:22. |
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29 December 2020, 11:52 | #39 | ||
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[QUOTE=Steril707;1449217]
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"Saw this top 6 list of GBA racing games the other day and it made me wonder what spec Amiga it would take to run these games at similar framerates." Not everyone is still stuck on interpreting the exact meaning of the thread, but feel free to explore / interpret it further if you wish. As the systems have different strengths there could be several meaningful answers. The one that interested me was what I mention in the first paragraph of the thread. If "whatever spec needed" to run those games also makes it possible to run demanding 2d titles then that's all good. Quote:
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29 December 2020, 18:34 | #40 | |
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I'm going to ignore the 2D sprite part of GBA, as to me that's not important at all (though it might provide technology useable in scaling vertical/horizontal slices of the texture). I'm also going to ignore the 256 vs 512 colors, as this is 3D. At this resolution, the gfx is so pixelated, that even if we had 65,536 colors, it still would look grossly pixelated. Of course, for 2D games, additional 256 colors can make a huge difference (just not really for pixelated 3D). I wasn't aware of NFS on GBA. It does look and move very well, indeed. While it's hard to guess exactly from the youtube interpolation, it would appear that NFS runs at 15+ fps. Majority of the NFS 3D scene consists of Doom-style Horizontal and Vertical Slices. At the end of the vid, there's a more generic terrain polygon, but that might use some pre-processed texturing coefficients (hence the texturing can happen at horizontal runs) as it doesn't appear to be slowed down at all (though, it is possible that's due to a framerate lock). Now, I've done something like that on Jaguar (it was for a Road Rash style demo). I implemented both pure SW version and Blitter-assisted one. The GPU+Blitter version was capable of sustained 60 fps at around 67% screen coverage (road+building walls). The screen was 320x200x256. I now don't recall the performance results of the GPU-only version. I will see if I can dig it out somewhere. Obviously, with CPU doing all the rendering, every single MIPS and pixel count. The difference between 320x240 and GBA's (240x160, I believe?)res is exactly 2:1, that means that we need only 50% of the CPU frequency to fill the GBA resolution (compared to filling 320x240). If we used the 67% screen coverage estimate (it does get to 100% in tunnels, though), that's around 0.67*240*160 = ~25,800 px. I do, however, recall very clearly, that the outer loop overhead (vertical and horizontal stripes+coefficients interpolation) was almost non-existent (less than < 3% of frame time), so we can disregard that one. So, now it comes down to efficiency of Jaguar's RISC GPU vs GBA's ARM. GPU in Jag was clocked at 26.6 MHz and you could reach around ~15-17 MIPS (IIRC) in inner loops after a very careful clusterf*ckerful reordering of the inner loop ops (to avoid any RISC pipeline stalls). We don't have that [RISC pipeline] problem on Amiga. Each op has fixed cost. Also, because this is Amiga, we don't really have to do run-time scaling of horiz./vertical stripes. Just throw the memory at the problem and pre-scale all stripes (say, at loading time) at which point the texturing just becomes a simple RAM copy issue and no fixed-point math (or integer, if you have a lot of time on your hands) would be needed to scale the stripes. This could be quickly computed, how many such prescaled textures would fit into 4 MB. |
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