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Old 09 April 2014, 20:41   #121
jack-3d
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Using Rom2Fast, Set60nsMode and running blitzquakeWOS with your parameters I got 21 fps.
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Old 10 April 2014, 05:25   #122
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Quote:
Originally Posted by jack-3d View Post
Using Rom2Fast, Set60nsMode and running blitzquakeWOS with your parameters I got 21 fps.
It's normal on the 68060 version Mediator+Voodoo (slower gfx bus) to get a significantly faster fps after the 1st timedemo (textures are in gfx card). For example on my CSMKIII with 68060@75MHz and 640x480x16 I get 18.8 fps the 1st run and 22.5 fps on all runs after that with "timedemo demo1" and using Cowcat's latest 68060 build. Your 604e@200MHz with 2x the caches, 2x the memory bandwidth and a faster gfx bus should be faster than a little old 68060 .

Here is a website with some Amiga gfx benchmarks for 2D and 3D to see where you should be:

http://www.amigaspeed.de.vu

Last edited by matthey; 10 April 2014 at 05:44.
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Old 10 April 2014, 08:41   #123
jack-3d
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If you have CSMK3 with Mediator and Voodoo3 I think in your case Voodoo makes he miracle in speed. I have another Amiga with Blizzard PPC+060 and Voodoo3 in Mediator (A1200), I can test it too.

According to the web their A4000 with 604e/200 and CVision PPC is 18.6 fps. So I am better ;o)

Last edited by jack-3d; 10 April 2014 at 22:07.
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Old 10 April 2014, 13:10   #124
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Well, almost a year since I joined this forum. Learned one or two things: The most important is the collaborative effort gained from developers & betatesters, like Matthey, Frank, Michael & others who tested & played blitz.

So these new builds are the portrait of the project as is today (good or bad )

Yep, it was only a workaround to make it work for some WOS users.....

So, new vbcc code in it from the usual suspects & new options (use the old readmes from original blitz or follow the thread).

-startpri task priority -3, but you can use whatever value (with care).
-oldalpha is the way that oldwosglquake treated some textures: You get original qconsole transparency but is ugly
combine it with -gamma 0.5/0.6 & you get similar pale colours. Just a test.
-wd remove window depth gadget. Just a bridge for future options/tooltypes like position of window, etc, etc.

Now only for 68k:

You need copymem appropriate for your cpu & you should use the correct binary (060 build on 040 cpu is slow).

-fpcr Is for developers & talked before on this thread, now more cryptic
fpu rounding is kept 0 (longdoubleprecision/tonearest) for gfx drivers that are not permedia: if it's found it changes to 0x10 (16) (longdoubleprecision/towardzero). Just a workaround for problems described before.
But you can use new Warp3DPermedia2 lib from Matt to fix all that & more.
So -fpcr puts fpu rounding like it should be (0). Other hex/decimal values to give are in
vbcc includes uploaded above by Matthey (-fpcr 0x40 it's not fpu-fully implemented but if a funny mess).

Last edited by Cowcat; 11 June 2016 at 14:47.
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Old 10 April 2014, 13:23   #125
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excellent!

I will test on Permedia2 and Voodoo3 too.
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Old 15 April 2014, 13:21   #126
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Hi. I would like to test this on my A4000 with G-Rex, Permedia2 and Voodoo3. I updated/fixed the W3D libs according to an other thread here. The Gears 3D demos all work (PPC & 68k) but Quake only gives me a scrambled window. Before investing too much time in all those options could you please give me the complete arguments for Quake which you used for testing? Also what kind of screen is your WB using? Thanks!!
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Old 15 April 2014, 16:17   #127
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Writing from my memory (will confirm when I get home later today): -particles 256 -texturemode gl_nearest -extensions -width 640 -height 480 -bpp 16 -gamma 0.8

My WB is 800x600x16. Tested on A4k CSPPC CVPPC and A1200 BPPC Mediator TX Voodoo3. I wish I would have G-Rex 4000 to test ;o)

Have you tested both 060 and WOS version?
Have you tested and compare original Blitzquake comparing to the current releases?
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Old 15 April 2014, 17:26   #128
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Hi @Alexco

I usually test on window for all versions:

Permedia2:
Code:
glquakewhatever -windowmode -width 512 -particles 256 -nocdaudio -nopsx -nojoy -texturemode gl_nearest
For Mediator users there's an option called -guardband if I remember well. You should refer to the original readme to see what is needed depending on settings (jumpers,mmu) used on mediator+gfx

This is from original readme about that corruption gfx issue:

Quote:
Mediator system (mmu drivers):
- P96 Voodoo tooltypes/vars: Ignoremask=Yes, others: NO
- Set the env variable mediator/VoodooMem to as high a value
as you can afford. Warp3D has automatic texture management
and the more mem you reserve for P96, the more textures
can be on board simultaneously.
- Enable vblank interrupts if possible.
Active vblank will improve performance by 5% on Blizz1260
- Overclocking the Voodoo3 doesn't give much.
overclocking from 166 to 175 gives less than 1% extra
GLQuake and GLQwcl 68K are purely CPU-limited on V3.
Overclock the cpu instead
- If you are using PVS, make sure that the monitor
tooltypes "overclock" and "memoryclock" are set correct.

Mediator system (no-mmu drivers):
- start with the parameter "-lockmode smart"
otherwise you will have heavy gfx-corruption.

I don't recommend using no-mmu drivers on 68k systems,
because it is not as fast as using mmu drivers and the smart
lockmode also degrades performance.

Mediator1200 systems: If you experience heavy gfx
corruption, try setting wait jumper to closed.
If I remember well you need 16 bit screen modes for Mediator+gfx (no 15 bit). Edit: 16 is default on blitz.

Last edited by Cowcat; 15 April 2014 at 17:38.
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Old 15 April 2014, 17:30   #129
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Quote:
Originally Posted by Alexco View Post
Also what kind of screen is your WB using?
The W3D Avenger drivers only works in 16 bit modes. Try the 16bit PC (Little Endian) screen mode with the Voodoo 3 (needed by Workbench if running in window mode). The Mediator 2D BE (Big Endian) screen mode colors are messed up on my Voodoo 4 but not my Voodoo 3. I don't know much about the G-Rex 2D drivers so all I can suggest is to experiment.
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Old 15 April 2014, 20:02   #130
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Great. Strange thing is, I could not use my QuakeGL data folder which I use on Mac OS X. I had to replace the ID1 folder with the one from the CD. But okay, now it works.
Using Permedia2 WB 640x480 16Bit, following arguments used for Quake

Code:
-mem 16 -zone 1024 -windowmode -particles 256 -width 512 -texturemode gl_nearest -nojoy -nocdaudio -nopsx
and timedemo demo1, I get for
glquake68k_blitz 14,0 FPS
glquake68k_vbcc_5_5 13,7 FPS

glquakeWOS_blitz 13,7 FPS
glquakeWOS_vbcc_5_5 14,1 FPS

So I guess something is still wrong here.

Last edited by Alexco; 15 April 2014 at 20:02. Reason: typos
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Old 16 April 2014, 11:59   #131
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Quote:
Originally Posted by Alexco View Post
glquakeWOS_blitz 13,7 FPS
glquakeWOS_vbcc_5_5 14,1 FPS

So I guess something is still wrong here.
Really wrong

What hardware gfx card/drivers ?

See how many fps you have with old w3d demo gears on full screen; Mine is between 22-30. You should top that.

-mem 16 -zone 1024 not really needed if you have enough memory & now blitz is more stable

See if there's something in config file from quake (should work the default original).

Check WOS config env parameters: Maybe something is not properly enabled/disabled if you use the same Amiga and switch gfx cards. Check that debuggin is "off", videoaddress is "ea000000" for Permedia (don't remember mediator), etc, etc.

Cool to see that, besides all, new blitz wos is faster than old (on some systems )
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Old 17 April 2014, 07:48   #132
Alexco
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HW is a A4000, CSPPC with G-Rex PCI and two GFX cards inserted, one Permedia 2 and one Voodoo3. So I do not need to switch cards :-)
If I just start GearsPPC full screen demo I can see something between 36-42 FPS on Permedia2.
For the 68k demo I can not get it to display the FPS, the "f" key does not work...
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Old 17 April 2014, 10:30   #133
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@Alexco 42 Fps is good Yep. No "f" key for 68k gears demo.

Both cards on boot? Different startup-sequence/env prefs, for each one? Don't know about that hw config, or Grex drivers, jumpers, etc,etc....

See if changing buffers on Blitz does something (like -buf 2 )......Or removing one of the cards.

How about other demos/games for WOS? Weird..
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Old 17 April 2014, 11:35   #134
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No. It just works (tm). There are no jumpers for G-Rex all slots can have a gfx card inserted with CGX 4. The only problem is when applications/demos open a screen without requester. Sometimes it will be displayed on P2 sometimes on V3. For this I have "NewMode" installed so I can decide myself.

All PPC demos I have are working. Quake was my first game to try. Do you have a suggestion what I can test in addition to that? Or which demo/game shows fps?
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Old 17 April 2014, 12:23   #135
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Quote:
Or which demo/game shows fps?
Encore Sulaco Wos demo shows fps for every scene/sequence when you go out of it: Have something like 15-16 fps on one of them using window setting.

Heretic II game demo has similar qconsole comand "timedemo", If I remember well.

IMHO having two different cards & not knowing which driver/card is going to be used is like amateur poker gaming (don't know a better term)

See that Blitz & old mini.gl lib that is embedded in it has sync screen disabled when using tripple buffer on full screen & an internal check about which settings are needed for those different cards/drivers (probably the same with Quake2 or Heretic II), so I'm guessing a conflict could be happening with this "random card driver issue".

Edit: Too many editing. One hint: For permedia2 "guarband" option is disabled , V3 needs it. Internally is checked. see if that option on command does something ( see old readme ): But you have to know on which card you are !

Last edited by Cowcat; 17 April 2014 at 12:32.
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Old 17 April 2014, 14:23   #136
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I think you misunderstood me slightly . I always know on which card something is running if the program is asking using a screen mode requester. But some do not they just ask the system for a screen with certain properties. And these may end up using e.g. the V3 while my WB is using the P2 (but the selection is always the same for those program's, nothing random here). And since I do not want to unplug the monitor in such rare cases I use NewMode for forcing the correct screen mode. For windowed mode of course there is no problem at all everything is displayed on the WB screen correctly.
I will try this Sulaco demo then.
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Old 17 April 2014, 16:56   #137
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@Alexco Oks, then pretty niftfy setting.

Out of curiosity: What happens if you use V3 output for FS game & then Amiga Key + M, to switch to WB? (which uses P2)?

Don't recall exactly the inner code, but what is the output at first on Quake screen? It says "permedia" or "voodoo"?.
You know, before the first screen shows, a lot is going to check out w3d output, maybe is the problem when that newmode appears I mean, if those checks are made before the newmode, you end with slow render on the other card.... ?¿?¿?¿

I'm guessing, Don't know now

Have Morphos old 1.4 PowerUp? It only works with Permedia or GRex+Permedia. Maybe to check out the behavior ( old trick to copy W3Dppc amiga libs to morphos:libs/ with care).

I test sometimes old Blitz Wos with Morphos 1.4 (it is the only way it works) against new blitz. Yep, seems new one is just a little faster .
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Old 18 April 2014, 11:33   #138
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Okay. Just checked everything again, fresh reboot and started to test the system with the Sulaco demo. Results:
WB 640x480 16bit
P2 window:
part 1: 15.71 FPS
part 2: 23.00 FPS
part 3: 12.52 FPS
part 4: 12.82 FPS
part 5: 21.32 FPS
part 6: 28.21 FPS
part 7: 19.75 FPS

P2 full screen:
part 1: 15.12 FPS
part 2: 21.51 FPS
part 3: 12.11 FPS
part 4: 12.45 FPS
part 5: 19.96 FPS
part 6: 25.87 FPS
part 7: 18.66 FPS

WB 640x480 16bit
V3 window:
part 1: 29.40 FPS
part 2: 46.19 FPS
part 3: 33.45 FPS
part 4: 39.64 FPS
part 5: 41.86 FPS
part 6: 47.33 FPS
part 7: 24.40 FPS

V3 full screen:
Grey screen, system needs reboot.

So back again to Quake with WB set to 640x480 16bit
68k_vbcc5_5
P2: 13,6 FPS V3: 17,2 FPS
WOS_vbcc5_5
P2: 27,7 FPS V3: 45,5 FPS

Seems to be working now :-)
What ever problem I had before, I don't know.
Some issues remain:
- after starting Quake from CLI, I can not change screen modes (with prefs). I tries to reset WB but fails with error message
(same behavior if a CLI window is still open)
- in window mode with Voodoo3 the font in the main menu is completely distorted,
looks like some textures are used instead of font. But the options menu will be shown correctly when selected…

Last edited by Alexco; 18 April 2014 at 11:34. Reason: typos
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Old 18 April 2014, 12:22   #139
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45.5 fps !! Good to know it works at least !

Those CLI issues maybe are related to how your system setup works.
AFAIK, never had any problem running from CLI or heard about that. So that screen mode request just after it starts, is "problematic".

Don't know about bad font textures.

Check with other similar type of games like old wos Blitz(it it works for you) or old glwosquake to find a pattern that leads to those same issues.
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Old 18 April 2014, 19:16   #140
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Next tests:
Old WOS_Blitz does not work (anymore) it shows this exception error window.
For the screen issue. Can you please try to reproduce this:
- start Quake for Wos from CLI, wait a while, then quit
- close CLI
- open Prefs drawer from your system
- try to change the workbench screen mode / resolution

On my system Intuition is not able to do the change, the requester stays.

For Quake on MorphOS, using the MorphOS Warp3D, Quake starts on V3 only, but shows "unknown" GFX board and freezes.
If I use native MorphOS GLQuake from Aminet everything works and I have also something around 42 FPS with V3.

Then I tried the following for Warp3D support:
- renamed Warp3D.lib, Warp3dPPC.lib and lowlevel.lib in Sys:Morphos/Lib
- copied from my OS3.9 lowlevel.lib, all warp libs and the Warp3d drawer to Sys:Libs
Result:
Nothing, it does not work with V3 or P2. Even the Gears application does not work.
Any thoughts on this?
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