14 October 2023, 16:52 | #1001 | |
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Writing code to be optimal for cache-based systems is a thing. |
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14 October 2023, 17:03 | #1002 | |
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In a repeat, I completed Doom 2016 on my 2.6GHz Q9450 with 8GB DDR3 and GTX780ti, OpenGL 4.5 rendermode (vulkan was glitchy) at 1080p maximum detail settings. The slowest frame rate it achieved in game was around 40fps. |
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14 October 2023, 17:07 | #1003 |
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I played it on a Intel i7-4790 with a GeForce 970 and it ran pretty good at (nearly) max details on 1080p. Then again I'm not too fussed about the FPS dropping into the 40s or even 30s as long as it's not stuttering all the time.
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14 October 2023, 21:25 | #1004 |
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I play DCS world in VR at 3 frames a month on my rig it's great
Peoples definition of playable is different to mine, how more silly can it become to win an argument I wonder |
14 October 2023, 23:21 | #1005 |
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Playable has a simple enough definition. You can complete it, it's enjoyable to play and isn't a complete slideshow. For fast paced, competitive multiplayer FPS games you definitely need fast, steady frame rate and low latency, that's a given. For single player games, it's less of an issue if you can't manage 60fps constantly.
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15 October 2023, 00:03 | #1006 | |
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15 October 2023, 00:24 | #1007 | |
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Also no one is talking about a constant 60 fps in games your talking about doom in full screen bla bla on 386 |
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15 October 2023, 00:43 | #1008 |
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15 October 2023, 00:58 | #1009 | ||
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15 October 2023, 01:02 | #1010 |
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Fortnite, Apex and warzone are the most played games at the moment. Therefore 3d fps games are still lit started with doom in 1993 as genre.
Team deathmatch was an invention of John Romero |
15 October 2023, 01:06 | #1011 | |
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As for the A3000’s ZIP sockets, I don’t know what Commodore was smoking then. Even shitty Atari had SIMM sockets in their consumer-grade STe by then, Apple had had them for years before the A3000’s release. The ReAmiga 3000 successfully replaces that entire area with two SIMM sockets. There is no discernible reason for Commodore’s reluctance to accept SIMMs for memory expansion, and whatever you might think of the quality of the sockets on the A4000, they are safer than a bank of 16 ZIP sockets. |
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15 October 2023, 01:08 | #1012 |
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15 October 2023, 01:18 | #1013 | |||
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All the 386DX systems that I have examined had external cache. I don't know about the one in the comparison video, but in case you forgot I also provided a video of an AMD 386DX/40 with 128k cache and 32MB 60ns RAM overclocked to 50Mhz, which did the Doom timedemo run at 8.8 fps. All 486 CPUs only had 8k of internal cache, except for the DX4-100 which had 16k. So as far as 'optimizing for cache' is concerned a 486 shouldn't get any more benefit from it than a 386DX with 128k. How does this relate to the Amiga? Here's a post from amigaworld.net:- Quote:
In case you think those figures are anomalous, here's the first post from that AmigaWorld thread:- Quote:
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15 October 2023, 01:24 | #1014 | |
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You can’t apply the same limitations to any freely scrolling action game. |
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15 October 2023, 03:07 | #1015 | |
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The most popular Amiga PD/shareware library in the early days was probably the Fred Fish disk collection, which he started distributing on Jan 4, 1986 with 4 disks. On the list of titles in the 1120 disks eventually produced, I counted 573 instances of the word 'shareware'. The average number of programs per disk looks to be about 5, which would mean only about ~20% are shareware. On Aminet I only found 65 packages with the word 'shareware' in the description. But that doesn't tell us anything about how popular each one was. Amiga shareware games were few, and even fewer were worth playing. A few notable utilities and system extensions such as MUI were very popular, but even if every single Amiga user had a copy it would still be dwarfed by the number of shareware programs installed on PCs - both because there were more than 10 times as many PCs and a higher proportion of 'freely distributable' PC programs were shareware. The nature of shareware distribution makes it very difficult to accurately estimate the popularity. Just counting the number of titles produced isn't enough. However the shareware fees collected do give some indication. In 1987 Apogee Software was raking in $100-500 a day from their latest game, with a total income of $80-100,000. That's more than many full commercial titles were getting on the Amiga! |
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15 October 2023, 03:31 | #1016 | |
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The reason people recommend using fewer colors on the Amiga is that it is often a poor use of resources. On a PC you don't have much chioce - it's either 16 or 256 colors and nothing in between. Personally I think 256 colors is often too many anyway because the artists don't know what to do with them. You get extremely pretty graphics that just distract from the gameplay and/or make it harder to see things like bullets and obstacles. Then they call it a feature, not... |
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15 October 2023, 07:38 | #1017 | |
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I guess you don't really know how different cache behaves. So let me enlighten you. Integrated 8K cache on 486 was internal unified SRAM based cache running at full speed with the core and well integrated with execution unit. It means there's lowest delay between requesting data and receiving data (&instructions - it was unified cache). It's especially important with DX2 and DX4 as they are running at 2 and 3x system clock internally. Now then what about 386 external cache? Well it still does sit on system bus interface and the only good thing is it does access memory faster than from DRAM. And guess what, 486 still had that kind of cache which turns into L2! And so had Pentium (which in case of K6-III led to 3 levels of cache - L1 integrated on die, L2 integrated on die and what used to be external L2 on motherboard became L3 for a minor but visible performance impact). So - again - writing routines which fits that 8K internal cache of 486 does make the difference because accessing external cache while faster than DRAM is still slower than internal SRAM. That's the whole point of integrating relatively small but fast internal cache. And 68k did that as well without even trying to apply external cache (some really old memory upgrades and turbo cards did try to replicate that external cache but I guess it did introduce some incompatibilities with AOS or apps). |
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15 October 2023, 09:17 | #1018 | |
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Finally you say the 68030's cache provides similar benefit to the 486, which I presume is another reason the comparison is invalid. But it's all completely irrelevant. The asm code in the PC version had to be changed to work on the Amiga anyway, so if the 68030 makes better use of it than a 386DX so what? That's a plus for the Amiga! You can pontificate as much as you like about how 'optimized' the code was on each platform, but it won't change the fact that in the real world an A1200 with 50MHz 030 has similar performance to a 386DX-40. BTW just for fun I tried running DoomAttack on my Blizzard 1230IV with caches turned off. Frame rate dropped from 9 fps to 6 fps. In low detail mode it dropped from 12 fps to 7 fps. So the cache does make a big difference. Hooray for 68030! |
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15 October 2023, 09:38 | #1019 | |
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If you're going to play the subjectivity card, then that makes my definition just as good as anyone elses.
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[ Show youtube player ] Read the description before you assume the two machines are the wrong way around in the video. Last edited by Karlos; 15 October 2023 at 09:43. |
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15 October 2023, 12:27 | #1020 |
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You don't even understand simple terms. I did challenge your claim that it was optimized for PC (generally) and I did mention 486 machines there. Right? Right. That means 386 based systems never did receive any particular optimizations. Right? Right. Now did 030 system receive any particular optimizations? Yes? YES! So how's that comparing apples to apples? It is not, that's why I claim such comparison to be ridiculous. Not my fault you're too blind and arrogant to see that.
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