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Old 18 May 2024, 14:40   #4541
Karlos
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I know this has come up before, but I'm still a bit intrigued. Suppose your 50MHz 030 is in a CD32. That means even if you are using the 030 optimised C2P you are spending a fair amount of time in there. Akiko is no magic bullet but I recall some benchmarks on gloom deluxe a while back that suggested it might still make an appreciable difference.

Could be worth looking into now that creating specialised builds is a bit easier to manage.
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Old 18 May 2024, 21:51   #4542
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I was seeing some cool videos of your version on a Pistorm running around 35fps full screen, a) would it make it sense to lock it to 30fps/25fps so it would since with LCD screen rate as it is done on PC (they now lock at 40fps also so that if you have a 120hz monitor you can have it at 1 third of the LCD rate)? b) is it even a thing on a crt monitor?
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Old 18 May 2024, 22:58   #4543
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I was seeing some cool videos of your version on a Pistorm running around 35fps full screen, a) would it make it sense to lock it to 30fps/25fps so it would since with LCD screen rate as it is done on PC (they now lock at 40fps also so that if you have a 120hz monitor you can have it at 1 third of the LCD rate)? b) is it even a thing on a crt monitor?
there is already the ability to cap the frame rate.
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Old 18 May 2024, 23:01   #4544
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Originally Posted by Karlos View Post
I know this has come up before, but I'm still a bit intrigued. Suppose your 50MHz 030 is in a CD32. That means even if you are using the 030 optimised C2P you are spending a fair amount of time in there. Akiko is no magic bullet but I recall some benchmarks on gloom deluxe a while back that suggested it might still make an appreciable difference.

Could be worth looking into now that creating specialised builds is a bit easier to manage.
this would be an interesting experiment
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Old 18 May 2024, 23:15   #4545
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there is already the ability to cap the frame rate.
Yep, F7 cycles through caps. I cap to 25 usually because my animations look crap at 50.
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Old 18 May 2024, 23:33   #4546
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@Karlos

I can't remember, but, is the RTG using a 'fake' VBL which is set to 50hz regardless of the screenmode selected?
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Old 18 May 2024, 23:35   #4547
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@Karlos

I can't remember, but, is the RTG using a 'fake' VBL which is set to 50hz regardless of the screenmode selected?
Yes, I think so. When messing with the AGA modes recently I got the impression it was smoother than the RTG one. It could just be my imagination
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Old 25 June 2024, 02:45   #4548
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Is there a way to turn the FPS counter off and to save the keyboard bindings ?
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Old 25 June 2024, 09:11   #4549
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Is there a way to turn the FPS counter off and to save the keyboard bindings ?
Exit the game with the numeric pad asterisk (*) key and settings should be saved.
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Old Yesterday, 21:08   #4550
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Karlos, I finally found time to compile tkg_c with different CPU optimizations and test it on real hardware, AGA PAL 320x256 68060@80 MHz. I ran straight through the starting corridor in original map level 1, full screen 1x1. The code specifically compiled for 68060 gives ca. 15 FPS, the code compiled for 68040 or 68020 is just slightly slower (ca. 14 FPS). In 2/3 window 1x1, it is ca. 30 vs. 28 FPS. If the FPS counter was not displayed, I would not distinguish the difference in speed.
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Old Yesterday, 21:10   #4551
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And I have to say: The text messages in 2/3 window mode are brilliant. They nicely fit the (otherwise empty) space and make the game much more enjoyable. Good job!
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Old Yesterday, 21:20   #4552
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And I have to say: The text messages in 2/3 window mode are brilliant. They nicely fit the (otherwise empty) space and make the game much more enjoyable. Good job!
Good stuff. You'll be happy to learn that they actually only cost anything when the text changes too. And for AGA, they are direct to planar writes, no C2P. Which is why they are also monochrome, because I am only writing to a single bitplane.
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