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#21 | |
Posts: n/a
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Quote:
You don't know the difference between frame computation rate ( step chosen by the programmer to update the 3d coordonates of the objects and build the 2d projection to display each fiftyth of a second ) and differentiated frame displayed per second. With a fast Amiga a game coded to display a differentiated frame every 4 screen refresh period will display one every 2 at best thus giving you the impression it runs at more than 50 fps when in fact it is 25. Last edited by Caligula; 05 April 2018 at 16:00. |
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#22 | |
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Join Date: Jul 2013
Location: Telford, UK
Age: 41
Posts: 5
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Quote:
So if a frame exceeds this time then you end up with a frame that exceeds it's allotted draw window which can result in either slowdown (if the next game logic update waits for the frame to complete), or just a drop in framerate (as the game logic continues to update at it's predefined rate, but sequential draw calls are skipped until the overrunning frame is drawn). Which would mean that SOTB is definitely a 50 FPS game, but it exhibits either slowdown or a drop in framerate whenever the character switches direction (and it seems only for a single frame)? |
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#23 | |
Registered User
Join Date: Sep 2004
Location: Poland
Posts: 1,305
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Quote:
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#24 | |
Banned
Join Date: Sep 2011
Location: Cardiff, UK
Age: 51
Posts: 2,871
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Quote:
Now you're being silly. I already explained that the MAXIMUM speed has to be 50/60fps, there are bound to be drops, especially for the player sprite flipping. |
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#25 |
Registered User
Join Date: Sep 2017
Location: Kansas, USA
Posts: 329
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To add to the SotB complexity: Some objects don't slow down when the player flips direction. In the following video the vertical spike continues to move at 50 Hz while the green balls and even the player sprites invincibility frame blinking slow to 25 Hz when turning:
[ Show youtube player ] If you want to count frames during the first section that's not been slowed down, pause the video and use the , and . keys to single step frames. |
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#26 |
Registered User
Join Date: May 2017
Location: AmigaLand
Posts: 459
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@Rotareneg : Well spotted. May be the spike is a hardware sprite ?
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#27 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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shadow of the beast runs at 50 fps.
No doubt about it. |
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#28 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,016
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Quote:
Im also highly amused you think Beast drops to 25 frames when the main character changes direction, seeing as the game stops scrolling completely until you move again in the opposite direction. At this point someone should be checking your IP address to see if it matches any recently banned members ![]() |
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#29 |
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Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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#30 | |
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Join Date: Jun 2008
Location: Boston USA
Posts: 466
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Quote:
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#31 |
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Join Date: Mar 2016
Location: Australia
Posts: 881
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I implemented this technique in Else We Get Mad originally, in that on slow machines when things got busy and it skipped frames everything would still move at the same speed. I ended up taking it out however and just locking the framerate on slow machines to 25fps as when it made the switch from butter smooth 50fps to 25fps it was quite disconcerting.
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#32 | |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,858
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Qft!
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Yeah , he sounds a lot like a certain, rather delusional, archimedes-worshipper, doesn't he...? ![]() Last edited by vulture; 06 April 2018 at 02:46. |
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#33 |
Registered User
Join Date: Nov 2014
Location: Italy
Posts: 2,437
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3D games are slow because Amiga architecture is "planar" and 3D poligonal games are in chunky, so Amiga has to do chunky-to-planar conversion in real time that require very fast processor.
Mostly 3D games like Simulator are conversions from PC that have chunky in hardware and so any conversion is slow on Amiga. 80 years DogFight on PC you have 256 colors, brushes on airplanes, much details and run smooth also on slow 286. On Amiga it's not fluid also on 68030 because this c2p conversion require much cpu cycles to do. Porting from Atari ST i think it's slow because Atari didn't have "blitter" so, Amiga conversion didn't use it and the speed it was not very great. Last edited by Seiya; 06 April 2018 at 17:13. |
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#34 | |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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Quote:
Even the 68030 for an Amiga can't fix the Amiga's slow chipmemory (OCS chipmemory limits the CPU to no more than 3.5MB/sec and even AGA only does ~7MB/sec), whereas a VGA card tends to use the ISA bus which allows up to 16MB/sec throughput. So, the 68030 is much faster than the 286 but has to push pixels through a much slower interface (and yes, also needs to do C2P which does slow it down even further). |
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#35 |
Banned
Join Date: Sep 2011
Location: Cardiff, UK
Age: 51
Posts: 2,871
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Wow, moving from Amiga to PC (VGA) must've been like a dream: from having to POKE eight separate addresses in memory just for a single pixel in 256-colour mode (so to speak) to just ONE must've been liberating for graphics programmers!
I have an article from an obscure Amiga magazine that discussed in-depth how practical Doom would be to port to the Amiga, and the news at the end was bad, especially for a 68020-based machine. I could post it online if anyone wants to see it. |
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#36 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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