15 July 2019, 10:13 | #441 |
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No engineer would ever implement an 8 bit planar graphics mode and then not do an 8 bit chunky mode (planar was only invented to save graphics RAM for modes where #cols != 256 and sometimes 16).
No engineer would implement a 32 bit chipmem bus and then not make the blitter fetch 32 bits at a time. Commodore's management was responsible for cutting down engineering budgets and wasting money on other projects just to kill them off before release (or let the market kill those other projects because nobody ever asked for the stuff). An A1200 type computer with AGA, 32bit blitter and chunky mode in 1990 would have sold well at a higher price than the A500's original price. It would have reached the same level of technical awesomeness in 1990 as the A500 did in 1987. The custom chips wouldn't even have become more expensive to produce than they were, all it would have required was a one-time development investment. |
15 July 2019, 10:35 | #442 | |||||
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Now, I'm not saying you can't design a Blitter that accesses it's different sources/destination in blocks of more bytes, but it's clearly a fairly big change from how it worked at the time. One that would only speed up certain types of blit, while leaving all others as slow as they used to be. So perhaps it wasn't done because it would only accelerate certain 2D objects and textured 3D was not quite the big thing it eventually became. That changed about a year after AGA was launched, but still. Quote:
If you have these things, it's surprisingly simple. Case in point: the Amiga can smoothly scroll with just the CPU if desired as it can switch where the screen is in memory and detect vertical blanks. It's hugely wasteful to move pixels about with the CPU, but it can be done. Other systems can also do it this way. Perhaps early VGA cards didn't support V-blank detection or lacked the ability to change display memory location. As I understand it later cards certainly did support these things though. Quote:
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This is why marketing PC's with graphics and sound cards 'Multimedia PC' was such a stroke of genius. Here we have PC's that (essentially) have many of the features that the Amiga always had but we don't want to call it a games machine. So what do we do? We call it 'Multimedia' to pretend it was all for business and serious stuff all along. Quote:
Case in point: in my experience Jazz Jackrabbit did not scroll 'smoothly' (at least not on the 486 level hardware I saw). To clarify: it did scroll finely grained (i.e. per pixel), but it didn't scroll consistently. Well, for me anyway - maybe it did for you. Some of the time it was fine, some of the time there were odd speed changes in the scrolling. It didn't feel like it was properly vsync locked scrolling. So to be clear: when I'm talking about smooth scrolling, I mean 'rock solid' smooth scrolling that has that smooth 'feel'. Merely moving the screen a finely grained per pixel increments and generally getting it right but sometimes not getting it right doesn't do it for me. Which also means that I think quite a few Amiga games fail here as well. |
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15 July 2019, 10:39 | #443 |
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AA was "too little, too late". It was considered as a "minor tweak" of ECS, and was only that. For chunky, the DMA slot allocation would have to be redone. For a 32-bit blitter, the blitter engine would have to be changed, or some additional pipelining would have to be done - all tasks that were delayed in favour for AAA, which never went beyond a prototype phase.
But then again, the time for home computers was already gone, and the PC became useful for multimedia and offered a software collection - including professional applications - that attracted many more customers than the "games machine" the Amiga was considered to be. |
15 July 2019, 10:57 | #444 | |
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I also programmed a few DOS intros myself where I used vsync to make it run smooth so I don't get why it wasn't common to do so. I used wait loops to check for vsync though and don't remember that you could set up interrupts to trigger on specific raster lines or vsync. If not, then that might be why people didn't bother with using vsync. Also, if the PC was too slow to keep up, it might be preferable to run without vsync instead of having it drop to half speed. |
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15 July 2019, 11:13 | #445 | ||||
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That said: let's assume that 24 bit colour palettes and 2MB RAM (which is really kind of needed for AGA as is) would've been feasible in 1990 for any form of reasonable price. Well, I'm still not sure that adding a 32 bit blitter and chunky mode would've really made as much difference as you think. It would essentially only double the Blitter memory bandwidth and allow the CPU to do easier 3D. Why is that relevant? A double speed Blitter still can't compete with the 16 bit consoles for 2D performance. For that it would need to be at least 4x the speed of the original. And in 1990, 3D performance simply wasn't as important - AFAIK no one did textured 3D. Even on systems that did have the bandwidth and chunky modes. Now, it's true that such a change would've made the transition to 3D chunky games that came later easier, but even then the main limit was CPU grunt - on the PC as well as the Amiga. So such an A1200 (IMHO anyway), would still need at least the CPU replaced by 1993 at the latest. And probably the Blitter as well if I'm being honest. Quote:
But at any rate, it's the result that matters. Calling double the number of bitplanes and 4x the display fetch rate & sprite size "minor tweaks" might be true from a technical perspective, but not from a "what can we do with it" perspective. I agree that AGA was not a revolution, but it did make many things possible on Amiga that were essentially impossible before. Such as running DOOM in 256 colours without adding extra graphics hardware. Albeit years later and with generally higher CPU requirements Quote:
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Anyway, just to be clear - I was/am only speaking from personal experience. It's certainly possible these smooth games existed, but like I said - it's not what I saw. I can even remember Pinball Fantasies tearing at my friends house. Perhaps he didn't have a GFX card that properly supported the game though, that is certainly possible. |
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15 July 2019, 11:24 | #446 | |
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15 July 2019, 11:34 | #447 |
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Microcosm was the worst let down I've ever played. It looked awesome, but played like crap. Actually, I'm struggling to think of a single FMV game that managed to play well.
As for 3D games: I concur, they took over most of the market and rightly so. DOOM was great fun (though I never liked the Quake series myself) and then the PSX/3DFX era hit and I was totally converted to the new order. There are few things that impressed me as much as Wipeout 2097 when I first saw it, or that one Unreal demo |
15 July 2019, 12:01 | #448 | |
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Would the pc ever have become 'useful for multimedia' without the graphics hardware that, lets face it, was driven on the back of these 3D games? |
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15 July 2019, 12:20 | #449 |
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There were two reasons why I switched to PC: Commodore's collapse, and Doom.
I always considered the Amiga to be a Commodore computer, as it had been for years, and despite the mismanagement and endless hardware releases, Commodore showed that they obviously had the most experience with the hardware, having the original developers on-staff. But when Commodore went bust, I just knew that either the hardware would disappear into oblivion, or be bought up by a company who just didn't understand it and never would upgrade it, for certain. Which is what happened, ultimately. And the Amiga never recovered and faded into the limelight of nostalgia. This would never have happened with the PC, being the most open platform and open and EVOLVING standard there is, with multiple third-party vendors for motherboards, graphics cards, memory and so on, with Intel and AMD providing the core CPU models and plenty of healthy competition and lower prices. Not to mention the power. No wonder the PC won out. |
15 July 2019, 12:30 | #450 | ||
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As I see it, PC's won because they were in offices everywhere. People brought PC's into the home because they saw them in the office and thought it'd be useful to have Wordperfect or Lotus 1-2-3 at home. The PC getting better hardware for games after this started to happen was inevitable: once people had their PC in the home, they found it didn't just do Wordperfect but could also play some (at the time pretty bad) games. This in turn fuelled graphics and sound card growth and the rest is history. But perhaps at least as important: in 1991, 3D acceleration was not what people were looking for. People wanted better 2D hardware. You're looking at this in retrospective. And everything seems easy to fix with the benefit of hindsight. Do note I didn't think home computers would fail back in 1991. I don't do predicting the future well Quote:
So, I'd have to say yes again. |
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15 July 2019, 13:40 | #451 | |
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So it was the professional market that drove the whole thing. Ironically, IBM lost its bet because others could mass-produce the same (shabby) architecture just cheaper after having a reverse-engineered BIOS. |
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15 July 2019, 14:04 | #452 |
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If IBM would have had their way and been able to protect the PC design, the PC would not have gained the popularity that it did. It had to evolve in a somewhat decentralized manner, shaped by voluntary standards mainly focused on making it easier and cheap to manufacture and develop expansions as the price point is a key factor in putting PCs in people's homes.
If the only PC you could buy was from IBM, their only customers would be rich people and small business owners who could also use it for work. It may have been a somewhat shabby design, but it was good enough and that is all you need. |
15 July 2019, 14:27 | #453 | |
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The same goes for a 32 bit blitter. A 32 bit blitter could simply have fetched 32bits at a time discarding the occasional unneeded 16 bits of graphics data for misaligned accesses (leading and trailing end). Even for microblits this would always have been at least as fast as the original 16 bit blits and would not have required any change in controlling the blitter. The blitter wouldn't even have had to change for blitting chunky data because the blitter doesn't care about the arrangement of the bits! Quite to the contrary you would have been done with one (longer) blitjob where you used to do "number-of-bitplanes" blitjobs. Of course, back in the 80s all microchip development was far more demanding than today where you only need to change a few lines of VHDL but nevertheless these changes would have been small if Commodore had had any interest at all in a seriously enhanced product. As you correctly stated, AGA was really just a small patch to keep an obsolete product in the market. If Commodore really had wanted to overhaul the original Amiga architecture, they also would have had to add 16 bit audio and faster floppy DMA. I believe these changes would have been more significant than an 8 bit chunky graphics mode and a 32 bit blitter. In the past I think it was often stated that Commodore had lost the original schematics to the Amiga custom chips and that this was the reason why they couldn't do a proper update. Of course, this may be an unfounded rumour or I simply remember this wrong. |
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15 July 2019, 14:27 | #454 |
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Another problem with A1200, was its' market placement. Was it A Home computer? Consolle? Multimedia machine? Commodore did a very poor clear market strategy.
With HDD, a little fast ram, some HW teawks, Maybe, people who used computer to work could have better understand Amiga... |
15 July 2019, 14:43 | #455 | |||
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The added processing power of the big box Amigas was devalued by the low and hardly increasing base line Amigas because little software made use of it. While (with some imagination) an A4000/040 could compete with a 486, there were too few of them. If the keyboard Amigas had increased in power over time while more or less keeping the introductory price of the A500, the big boxes would have appeared more attractive and the step up in price less frightening. Remember, I wasn't saying that selling the same tech more expensive would have made everything better, I'm saying more tech for more money and features that would have made sense to buyers (e.g. no PCMCIA which only much, much later started to make sense). Quote:
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15 July 2019, 14:53 | #456 | |
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I am sure its versatility was one of the reasons for its success. Many of my friends shared their Amigas with their dads (which also fully or partly paid for it) since they would also be able to use it for serious stuff besides gaming. My dad paid 50% of my first Amiga. He didn't use it for games but word processing, accounting etc. If it could only do games, he wouldn't have been able to use it for much and he may not have been as keen on funding it. An example of an unfocused design is the C128. Besides being a faster and more capable 'C64v2', it had to be ~100% C64 compatible since C64 had so much SW and to also cater for the business market they also threw in a Z80 CPU so it could run CP/M. This made it so expensive that it missed the target on all fronts. They also spent a lot of effort on making the big box Amigas PC-compatible since this was the holy grail in the computer business if you wanted to sell something to non-gamers, but at least here the PC hardware was not added into the base Amiga hardware so those of us who did not need it did not have to pay for it. Raise of hands - how many around here have actually used the Z80 CPU in a C128 (other than just booting CP/M because you could)? |
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15 July 2019, 16:10 | #457 | |||||
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But who knows, I could certainly be wrong. It just feels to me that the main attraction to Amiga buyers always was the low end/cheap models. And if remember the 'market war' with the Atari ST correctly, even the minor 100 or so pound difference between it and the A500 was consistently enough to have the ST outselling the Amiga. AFAIK the Amiga never actually outsold the ST (though this part of my memory is flakey so I accept it could be very wrong). Quote:
As for wasted bandwidth, I partly agree. However, unless you want to do a pretty radical departure of how a Blitter works, a Blitter chip will draw in rectangles. This limits the optimisations you can do. Now, with a chunky Blitter you can optimise. For instance, you can skip the extra word for shifting and you could fiddle around with not drawing pixels that are found to be transparent. Skipping the extra word is great, and in practice saves about 1/3 of the average bob size memory bandwidth so that is a nice optimisation. Skipping transparent pixels during output is harder to quantify, but at any rate only saves you part of the output step and you'd still need to check the input pixels for transparency. Which still means using a mask if you want to be able to draw all 256 colours you have. Not outputting transparent pixels and allowing for any size rectangle without needing to shift are fine optimisations, so please don't get me wrong. I just don't think they're going to make an overall 2x improvement. Granted, it is true you can save quite a bit when drawing in a chunky mode by using a 'compiled sprite' approach that is specific to the sprite you're drawing and 'knows' ahead of time exactly what pixels to save for restoring, which to draw and which to skip for transparency, but I personally don't think such an approach would translate easily into a hardware version. That said, I am not a chip designer so I could definitely be wrong. Are there examples of Blitter like chips that did this? Later SVGA cards had Blitters which apparently were really fast. Did they do this? Quote:
In reality such window decorations and (AFAIK*) text would be drawn many pixels at once as that was way more efficient, regardless of chunky/planar architecture. In that case the overall memory you need to touch is exactly identical: drawing, say, an 8x8 pixel object on a 256 colour screen needs 8x8=64 bytes to be touched in memory for a chunky display and a non-chunky display alike (given a sensible generalised character drawing routine). Edit: do note that the Blitter does 16 bits at a time, so 8x8 was indeed a poor match for it. But that has nothing to with chunky vs planar. You could draw with the CPU (like on the PC) and avoid this limitation altogether. *) meaning: I'm not 100% sure how Windows draws text, but I'm certain Amiga OS does draw text in blocks and not individual pixels. Quote:
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Every C128 user ever as it boots into the Z80 on every cold start and reset Last edited by roondar; 15 July 2019 at 16:29. Reason: Did my best to make this more readable. |
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15 July 2019, 16:51 | #458 |
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In october 1992 386SX 25 MHz 1 MB RAM with SVGA mono monitor 14" but without HDD cost 370£.
SVGA mono monitor 14" cost 75£ which makes 295£ for base unit. One can buy 1 MB SVGA graphics card for 50£ and 1 MB RAM SIMM for 20£. It makes for base unit 365£ and is still less than amiga 1200 lauch price 399£. Some people pay more? That's their problem, they may check prices. On 386SX with affordable SVGA card Utlima Underworld and other Wolf clones work very well and this cpu is almost two times slower than 020 in 1200. As I wrote it was very little needed to make 1200 good enough to make Commodore survive. Just chunky pixel, slots for fast ram, simple mmu for 020. Some Amiga fanatics never admit that amiga 1200 was underpowered overpriced shit and main reason why Commodore bankrupt. Amiga community never be health as long as they do not accept reality. |
15 July 2019, 17:05 | #459 | ||||
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When you already had an originally more expensive A500 bought in 1987 the fact that the A1200 was a cheaper machine and thus only a little more capable than the A500 (because technology had evolved for five years which mostly went into making the A1200 cheaper and not so much into making it more powerful) also made it a technically too small a step to upgrade and not switch to something completely different. If the A500 sold for 500UKP in 1987, what would an A1200 in 1992 have been like that had justified a starting price of 500 UKP (or 600UKP accounting for devaluation of the Pound and inflation in general)? Certainly more exciting than the A1200. Quote:
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Of course, one could argue that a blitter would have been superfluous with a chunky mode because the CPU was much more suitable for drawing in chunky modes than in planar modes. But the important point is that you can blit chunky modes with a planar blitter without problems because actually there is no additional functionality required (not considering line drawing, of course). Only the line drawing mode would have required a hardware update of the blitter in order to make it deal with chunky graphics. |
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15 July 2019, 17:07 | #460 | |||
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They were nowhere near that cheap and you know it. FYI, I did check prices and even the 286 was still more expensive than that at the time. The 386SX started closer to 600 pounds. That's without a harddisk, with 1/2 the memory of the A1200 and with a mono monitor (which is just 'brilliant' for games). Quote:
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