05 June 2023, 18:35 | #61 |
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05 June 2023, 18:57 | #62 |
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not for that. i asket to know how it works emu68. in WinUAE you can choose to enable or disable Jit.
So emu68k works like Amithlon where UAE working always in JIT. emu68k emulate a so fast 680x0 processor that with few games there are problems of performance due to a bottlenek |
05 June 2023, 19:37 | #63 |
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Rats! Foiled again! ;-)
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05 June 2023, 19:55 | #64 |
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05 June 2023, 20:07 | #65 |
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05 June 2023, 20:13 | #66 | ||
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Quote:
Quote:
The fact TFX doesn't get any faster with a Much Much faster CPU can only be due to the way the game was written. It either artificially limits the speed OR uses hardware in a way that the CPU spends most of its time waiting for something. Last edited by alexh; 05 June 2023 at 20:20. |
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05 June 2023, 22:04 | #67 |
Alien Bleed
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It's clear that tfx is crippled by something that isn't the CPU. It's slow on PiStorm, slow on UAE with cycle accurate memory access and fast on UAE with all the stops pulled out.
It's definitely some crappy memory / chipset access loop somewhere hogging it all. |
05 June 2023, 23:06 | #68 |
Going nowhere
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Surely you should be able to activate the HEATMAP option in WinUAE which will physically point to what the problem is?
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05 June 2023, 23:11 | #69 | |
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Quote:
These results are for the beta releases that many of the testers on pistorm32-dev Discord have issues with, which is why it was not added to the official releases yet. I had issues with these betas and reverted back to the latest nightly. |
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05 June 2023, 23:28 | #70 |
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06 June 2023, 18:38 | #71 |
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With the WinUAE DMA debugger it sure appears to be doing something slow. For each displayed frame it has a bunch of frames with quite a bit of CPU access to chip mem, then 1.5 with basically nothing and then a burst of blitter activity (seems to be a large copy D=A using the BLTSIZV/H).
So it's likely something that could be fixed, and at least it's quick to get into demo mode to show the issue. First point of action would be someone (not me) doing some basic reverse engineering of the code to figure out what it's actually doing. EDIT: It seems to be doing essentially doing "putpixel" with bset/bclr into chipram thousands of times per second... Last edited by paraj; 06 June 2023 at 18:58. |
06 June 2023, 22:44 | #72 | |
Alien Bleed
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If I was just prototyping something and had to put up with planar graphics I sure as hell wouldn't be rolling my own code until absolutely necessary during an optimisation cycle. |
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06 June 2023, 23:18 | #73 |
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so we're talking about TFX or Tornado ?
bset/bclr from chip could be replaced by fastmem backbuffer and then copy screen to chip in the end: when copper interrupt or vblank is triggered, in the non-displayed buffer (surely the game uses double buffering) |
06 June 2023, 23:39 | #74 |
Alien Bleed
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What if the chip memory is being drawn to by the blitter ? Your fast nem buffer transfer would clobber it.
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07 June 2023, 07:32 | #75 |
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true. Some rare games (Red Zone) don't use the blitter but most 3D games use it.
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07 June 2023, 08:30 | #76 |
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This is a very late 3D game. Designed for accelerated Amiga's. I'm not saying it doesn't use the blitter but they knew it would be slower than the CPU. Especially with 020+ binaries
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07 June 2023, 09:13 | #77 |
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Would a comparison of how the AGA and ECS versions perform on UAE offer any more indication of what is going on?
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07 June 2023, 09:41 | #78 |
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Sorry, yes, that was for Tornado (not sure how I got them mixed up).
TFX uses the blitter a bit, but not too much. It also plots directly in planar mode using the CPU but is clearly optimized to reduce the number of chip accesses (always doing longword accesses). This is OK, but I think it would be faster if it just operated on a fast ram buffer and copied that to chip mem (maybe only parts that have been changed). TFX.040 includes quite a number of symbols, so it's not too hard to figure out what is going on. |
07 June 2023, 11:04 | #79 |
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07 June 2023, 11:18 | #80 |
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Always! ;-)
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