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#4961 | |
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Join Date: May 2017
Location: Munich/Bavaria
Posts: 2,426
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Quote:
So no FPU at a time 3D games on PC start making heavy use of it ... naa - the Hombre (as planed) would have been a complete disaster Only with a dual CPU setup, where one PA-RISC is responsible for the gfx and an other one for as normal CPU might have has a fighting chance and only if it would have offered some backwards compatibility. And with all that it would not have been cheap Playstation would have just rolled over it, like it did with any other console Last edited by Gorf; 01 June 2024 at 21:14. |
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#4962 | |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,521
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#4963 |
Registered User
Join Date: Aug 2020
Location: Sydney/Australia
Posts: 1,070
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ARM CPU family started from Commodore's failure to update 65xx CPU family into 16 bit and 32 bit era. ![]() ARMv4T (with MMU, 120Mhz+) displaced Motorola 68000 based DragonBall (33 to 66 MHz) in the smart handheld market. |
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#4964 | |
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Join Date: Aug 2020
Location: Sydney/Australia
Posts: 1,070
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Software sells hardware and Apple has stronger professional software library and Doom in 1994. The Amiga is closer to Steam Deck's price range, games and tinker. Steam Deck passed 3 million install base which started from 2022. Steam Deck's unit sale pace is similar to A500's golden era. UK's AGA sales pace for A1200/CD32 in 1993 almost rivals A500's golden era, but this not replicated Germany, second largest Amiga market. Commodore Germany sold 95,000 A1200 and 25,000 CD32's Commodore Canada allocated 65,000 CD32 board units for Amitech's big box A2200 clone. For similar money, A2200/030 @ 40 MHz with Akiko C2P is superior when compared to A4000/030 @ 25 MHz. Commodore Germany's A4000 unit sales are in the 11,000 range. North American market needed high clock speed 32-bit "big box" Amigas (e.g. 40 MHz) not frozen in 25 MHz. Commodore Canada recognised this "high clock" speed and packed pixels market fact. Last edited by hammer; 02 June 2024 at 01:40. |
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#4965 | |||
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Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,752
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For the A600 this stuff was simply pushed into Gayle, as was the other stuff in Fat Gary. The only 'new' thing was PCMCIA, and that wasn't hard to do. Quote:
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Furthermore a new OS had to be written to support the AGA chipset. This was difficult to do without a working chipset. OS programmers were still struggling with AGA graphics bugs as late as May 1992. But Mehdi Ali insisted that they forge with ahead with the A1200 even though the AGA chipset was buggy. The PCB included space for workaround chips if they couldn't get the bugs out by the time it was ready for production. Some bugs were worked around in the OS. This is one reason Commodore initially didn't want to publish a detailed AGA hardware spec., as it would prevent them from fixing bugs that hardware-banging code relied on. BTW note the copyright date on that A2200 pilot production PCB, 1992. No PCMCIA, no Gayle IDE, same old ECS chipset, yet it wasn't out in 1991 like you insist the A1000+ would have been. Last edited by Bruce Abbott; 02 June 2024 at 01:56. |
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#4966 | |
Registered User
Join Date: Aug 2020
Location: Sydney/Australia
Posts: 1,070
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Cost constrainted 3DO M2 had IBM PowerPC 602 (1 million transistors) with small cache. http://cpudb.stanford.edu/processors/307 For 3DO M2's CPU, IBM PowerPC 602 has 66 Mhz, 1 million transistors, 1 KB L1 instruction cache, 4 KB L1 data cache. Prove if you can deliver $40 68EC060 @ 75 Mhz under 1 million transistor budget! Prove that the Amiga has the customer base who can spend like Apple's 1.2 million PowerMacs in 1 year pace! You're in lala land to think the Amiga is like Apple's Macintosh customer base. Amiga's entry vector is on a low-mid price that is above the game console's price and "bang per buck". Amiga's mass production audience was never about "Phase 5" or PowerAmiga NG overpriced hardware. Try again. This is one of my gaming PC's parts list https://pcpartpicker.com/list/FW7DQP with $3315.86 USD spending in 2023 which is $1572.04 USD in 1993 i.e. about A4000/030 spending levels. My other RTX 4090/Ryzen 9 7950/ROG Crosshair X670E hero build is in A4000/040 spending levels. My Dad spends about $1000 USD on my family's 386DX-33/ET4000 PC clone in 1992! My family has two desktop computers. The A500's $699 USD in 1987 is about $888.68 USD in 1993. A1200 had $599 USD launch price in 1992. Reference https://www.minneapolisfed.org/about...ion-calculator Last edited by hammer; 02 June 2024 at 04:16. |
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#4967 | ||||||||||
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Join Date: Aug 2020
Location: Sydney/Australia
Posts: 1,070
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My AA-Gayle on my A1200 rev1d4 still has bugs e.g. PCMCIA reset problems which needed 3rd party fix. https://forum.amiga.org/index.php?topic=62394.0 A1200 with PCMCIA lockups in 2012. I also encountered A1200 PCMCIA lockups. The same PCMCIA cards works on DELL Inspiron 5150 (Pentium 4 Northwood 3.4 Ghz mobile). DELL Inspiron 510m (Pentium M 1.6 Ghz) and IBM T20 (Pentium III 700 Mhz) laptops. Quote:
A600 was released in March 1992. Commodore's IDE implementation is at 1986 era PIO-0. Quote:
https://comp.sys.amiga.hardware.nark...e-and-ethernet 20 years ago, A1200 PCMCIA lockups. You're in lala land. Easy you say. Quote:
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From your own post, "went into production in December 1991". This will miss Q4 Xmas 1991 sales. A600 was released in March 1992. This will miss Q4 Xmas 1991 sales. A1200 has added complication with 32-bit Budgie. Quote:
1. Most AGA games have "kick-the-OS" and all runs in 15 kHz mode. 2. Commodore management wasted "more than 6 months" on ECS jobs. 3. Most of AGA's double scan resolution modes already exist with ECS, the difference is the higher bit-planes i.e. 2 bit-planes vs 8 bit-planes. Double scan resolution modes are useless for 320x200 256 color games. If I have my 1084S monitor with A1200 combo, 31 kHz AGA modes are useless to me. Commodore could have released AA500+ with just 15 kHz AGA. 31 kHz capable AGA in 1992's A1200. With 31 kHz AGA, Commodore attempted to rival entry level SVGA on paper spec e.g. entry level SVGA's 640x480p with 256 colors. --- Apple M2 has hardware raytracing and it has major issues, hence it was disabled. M3 is Apple's second attempt with hardware raytracing. Quote:
Commodore management "wasted more than 6 months" on ECS related Amiga models i.e. A2200, A2400, A3200 and A3400. https://bigbookofamigahardware.com/b...t.aspx?id=2015 Quote:
A1200's "AA-Gayle" has an AA part of its name. Quote:
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https://www.landley.net/history/mirr...re/haynie.html There was a mad panic to drop in the frozen AA3000+ AGA chipset on ECS A3400 which turned into A4000. Last edited by hammer; 02 June 2024 at 14:54. |
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#4968 | |
Registered User
Join Date: Aug 2020
Location: Sydney/Australia
Posts: 1,070
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Remember, A1000 was about delivering mid 1985 era workstation graphics for a lower price. IBM PGC already has 256 colors 640x480 with 4096 color palette in 1984. NEC PC-98 (uPD7220) has 640ร400p with 16 colors display and 4096 color palette from 1982. Last edited by hammer; 02 June 2024 at 03:42. |
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#4969 |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,852
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#4970 | ||||
Registered User
Join Date: Jun 2017
Location: France
Posts: 73
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Yes, I meant that the DSP was complementary to the floating point calculation. Hombre had no FPU. On the other hand it had MMX type instructions. On this point he was also ahead of Intel who would only offer MMX 2 or 3 years later if I remember correctly. Besides, I have the impression that HP will recover Commodore's work on this point and that it will partly become the MAX instructions for the 7100LC. https://en.wikipedia.org/wiki/PA-7100LC. Quote:
If I remember correctly the PS1 didn't have an FPU and yet that didn't stop it from being a real commercial success. Hombre targeted this market for the CD64. With hindsight, on the contrary I think that Hombre was a step in the right direction. Quote:
I did the math a bit and an A1200 type machine with this SOC and Hombre, hard drive and 4/8MB of RAM was around 1000 dollars. It seems pretty good to me for hardware 3D integrated into a home computer. I would have bought without hesitation, especially with an AmigaOS port. An A4000 type version with an additional PA/50 would also have been interesting. On the other hand, ideally this Hombre range should have arrived at the maximum by September 1994. Exactly as the AGA should have been on the market in the Amiga 3000 of 1990 or at the maximum in 1991. Quote:
But Hombre was also for the home computer market and at that time the Amiga had a good image there. If Commodore had released the AGA earlier he would have kept it and Hombre would have put the Amiga back on track with 24 bit 3D hardware. |
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#4971 | |
Registered User
Join Date: Jun 2017
Location: France
Posts: 73
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Yes, I had read that the target price for Hombre was $40. And, i agree, for the CPU and chipset together it's not expensive at all. Likewise I agree that the Amiga 1000 attempted to bring workstation graphics to the masses. And that's why, in hindsight, I find that Hombre was a step in the right direction. Lew Eggebretch said that Commodore wanted to bring the 3D capabilities of workstations to the masses. During the interview we didn't know about the Hombre project, but that's what he was talking about, no doubt. |
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#4972 | ||
Registered User
Join Date: May 2017
Location: Munich/Bavaria
Posts: 2,426
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So far I only read sources claiming it was ready or having only minor bugs. If such bugs could have been squashed by some external circuitry, this should have been implemented in an AA3000+ in 1991, while putting the necessary effort in R&D to have a fixed version in early 92. As for the 31KHz modes: Amber was already there and 2 of them work fine with AGA 24bit This could have been used in high-end and mid-range models as a pure line-doubler (making the field-RAM optional). A line-doubler makes more sense anyways for dblPAL and dblNTSC, as it puts less stress on the ChipRAM. The OS not being ready ... this did not stop the A3000 to ship, when 2.0 was not yet complete: early models came with OS 1.4 |
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#4973 | ||||||||
Registered User
Join Date: Sep 2013
Location: Poland
Posts: 868
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Without FPU it was a quick loss to all those 486DX2/4 machines Quote:
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If commodore actually did cooperate with developers to make some launch titles for CDTV and CD32 those machines might see a much better reception. That's a lot of "if" in regards to the company we know was incapable of doing things this way. |
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#4974 | ||||||
Registered User
Join Date: Aug 2020
Location: Sydney/Australia
Posts: 1,070
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i860's 64-bit SIMD influenced Pentium's MMX. Quote:
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There are Amiga AGA clones via FPGA in development that would support PiStorm32. Quote:
"CD32 SoC" is needed for 68K/AGA/Akiko backward compatibility. $299 retail "Amiga Hombre CD64's dual chips" add DSP3210 and "CD32 SoC". Amiga Hombre's A1200 replacement would have the lessons from CD32's cost reduction. Commodore Canada/Amitech's A2200 clone used the CD32 board as the modular "Amiga card" for the larger "Agent 88" board, hence leveraging mass production for big box Amigas. A1200's cost reduction direction was advanced by CD32. Quote:
Sony's PlayStation doesn't cover tinker "cheap RISC" i.e. it's a close-walled garden. NVIDIA's ShieldTV covers "cheap RISC" with games and tinker markets. Sony's PlayStation hasn't eliminated RPi and ShieldTV. |
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#4975 | |||||||
Registered User
Join Date: Aug 2020
Location: Sydney/Australia
Posts: 1,070
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Fixed point 3D has render issues. Lew argued for DSP3210. Quote:
Commodore's direction with $40 Hombre PA-RISC is closer to the "cheap RISC" ARM mentality. 486's FPUs weren't fast enough for Quake. Is your argument being framed as a "big box" Amiga? Quote:
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Quake's workload type was applied to DX8's floating point vertex shaders (e.g. FP32) and integer pixel shaders (e.g. INT16). Moving the 3D geometry processing load on asymmetric dual integer pipelines while processing pixels wouldn't be optimal for Pentium. Heavy integers are 68060's and Cyrix 6x86's advantage. Quote:
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Last edited by hammer; 02 June 2024 at 16:29. |
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#4976 | ||||||
Registered User
Join Date: Jun 2017
Location: France
Posts: 73
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Maybe. I'm not technical enough to have analyzed that. But, I still feel like Hombre looked pretty good. Even Dave Haynie says it in relation to AAA. Quote:
Besides, I just wanted to have a computer with equivalent 3D capabilities at home. If I understood correctly Hombre was at least equivalent. This is what Ed Helpler said in an interview. Rereading the documents, it also indicates that some floating point instructions were included (which is not the case for the PS1). For the price of a 1200 configuration with hard drive, all that would have been very good. Much less disappointing than the AGA was in any case. Quote:
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That's not to say it wouldn't have been difficult for Commodore to survive the 90s, but I think it would be interesting if one day someone tried to recreate Hombre in FPGA, that way we would really have a good idea of ??what it could have been compared to what was being done at the time. Of course Ed Hepler himself said that 3D PC cards would do better. But, these cards would have cost the price of a CD64, not to mention the price of the PC needed to use it. In terms of performance/price, a 1200 Hombre would have done it for me. But, with competent Commodore management, of course. Last edited by babsimov; 02 June 2024 at 17:44. |
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#4977 | ||||
Registered User
Join Date: Jun 2017
Location: France
Posts: 73
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I say that, although at the time I did not understand the interest in Hombre because it was not compatible with the Amiga. I preferred AAA. But since then I have read a lot of things and the SOC AGA+EC020 would have solved this compatibility problem. That's why it's been a while since I changed my mind about Hombre and why it seemed the right direction. |
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#4978 | |
Registered User
Join Date: Aug 2020
Location: Sydney/Australia
Posts: 1,070
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#4979 | |
Registered User
Join Date: Aug 2020
Location: Sydney/Australia
Posts: 1,070
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Rendition Verite V1000 has an MIPS-like CPU with 3D extensions.
https://vintage3d.org/verite1.php#sthash.nVkUWaAD.dpbs "Canopus Total3D fall short of average framerates of S3 Virge /GX2 by 7%." "V1000L-P to be 46% of Voodoo performance overall, were OpenGL Quake games are significantly lower at 33% however VQuakes are running at 75%-95% of Voodoo". Rendition Verite V1000 wasn't optimized for OpenGL, hence the large difference between Verite specfic VQuake vs other OpenGL games. This is for V1000L-P which replaced the initial V1000-E. ---------------- https://fabiensanglard.net/vquake/ For the initial V1000-E chip, From Walt Donovan (Algorithm Architect) Quote:
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AKA Mr. Rhythm Master/AIS
Join Date: Aug 2017
Location: London, UK
Posts: 106
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(I was there; I remember...) Quote:
Furthermore, the author of that blog post doesn't seem to grok how to use Excel's chart functionality correctly. They're using a stacked area chart, when a stepped area or line chart would be more appropriate. The stacked chart makes it look like the Macintosh was outselling the PC compatibles, which is just laughable. Quote:
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