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#61 | |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,458
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Quote:
Update: Here you go, please compare this to the old 68k Mesa and your GLUT approach. The attached it as optimized as I can get it without introducing glitches, it runs at 12 fps for me on WinUAE (old laptop), with glitches I can get that up to 17 fps. For a fair comparison, make sure that you use 640x480 and 16 bit color depth (full screen). I've attached the source code that made the demo (basically standard Gears code without GLUT). Actually, let me try and get those optermization flags working without causing the glitches... okay, now uploaded an optermized version without glitches. Last edited by NovaCoder; 05 July 2024 at 06:35. |
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#62 |
Registered User
Join Date: Jul 2008
Location: Poland
Posts: 678
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I can't get fullscreen in glut so I compiled SDL version.
Your code 97 fps, SDL version 367 fps. Tested on WinUAE with Wazp. I assume that AmigaMesa is optimised a lot for 68k. sdlgears.lha |
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#63 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,640
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I was of the understanding that Wazp in WinUAE will render outside the emulated 68k environment?
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#64 | |
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Location: Melbourne/Australia
Posts: 4,458
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Quote:
Yep you have to be careful and compare like to like, mine is pure software rendering (no hardware acceleration in winuae including Wazp3D) Last edited by NovaCoder; 05 July 2024 at 10:37. |
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#65 |
Registered User
Join Date: Jul 2008
Location: Poland
Posts: 678
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Yeah, I forgot that you are testing Mesa 4.1 in software.
Maybe someone can test as I'll be home later in the evening today. It would be interesting if it works with Wipeout. I've already tried TinyGL and PortableGL software renders without luck. Last edited by arti; 05 July 2024 at 11:09. |
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#66 |
Registered User
Join Date: Nov 2011
Location: Arnsberg Germany
Age: 45
Posts: 212
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Interesting, I also get 120 frames in 9.630 seconds at 12.461 FPS on my Amiga.
Could it be that your laptop is as fast as a PiStorm with an RPi 4 at standard clock speed, or is the speed perhaps limited? |
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#67 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,458
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Yep interesting, I think that's just a coincidence though. It shouldn't be limited (only by the refresh rate)
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#68 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,458
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No worries, thanks for trying
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#69 |
Registered User
Join Date: Nov 2011
Location: Arnsberg Germany
Age: 45
Posts: 212
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#70 |
Registered User
Join Date: Oct 2007
Location: ManCave, Canada
Posts: 1,676
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with my PiStorm32-3A+
@ NovaCoder 120 frames in 14.476 seconds=8.290 FPS @ arti 103 frames in 5.018 seconds=20.5261 FPS |
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#71 |
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Join Date: Jul 2008
Location: Poland
Posts: 678
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#72 |
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Join Date: Oct 2007
Location: ManCave, Canada
Posts: 1,676
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#73 |
Registered User
Join Date: Jul 2008
Location: Poland
Posts: 678
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It was made by paraj from Pistorm discord channel.
Warp3D.zip Tested this time on Pistorm with Wazp Nova 8fps SDL 12fps (with paraj library = 34 fps) It needs 32bit depth in code. sdlgears-32bit.zip Last edited by arti; 05 July 2024 at 22:18. |
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#74 | |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,458
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Quote:
Last edited by NovaCoder; 06 July 2024 at 01:38. |
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#75 | ||
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Join Date: Jul 2008
Location: Poland
Posts: 678
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Quote:
Quote:
Yeah, most likely. Enhancing Amiga Mesa code with newer versions of Mesa would make more sense I guess. BTW PortableGL which is OpenGL 3.3 ish gives also 8 fps. |
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#76 |
Registered User
Join Date: Oct 2007
Location: ManCave, Canada
Posts: 1,676
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@ arti
with warpd3d.library and sdlgears-32bit 88 frames in 5.026 seconds=17.509 FPS |
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#77 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,708
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Pistorm32 CM4 2.2Ghz (no HW accel whatsoever, so Wazp3d I guess):
Nova 17.693 fps (runs full screen) sdlgears 42.8458 fps (runs full screen) sdlgears-32bit 40.3274 fps (runs in a window) All have correct colours |
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#78 |
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Join Date: Jul 2008
Location: Poland
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#79 | |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,178
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Quote:
It's not being developed further and is a dead end tech-wise. There is currently no full Pi OpenGL (or otherwise) hardware solution actively in development. |
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#80 |
Registered User
Join Date: Oct 2007
Location: ManCave, Canada
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