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Old 13 March 2021, 22:46   #401
trixster
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It's pretty good on Apocalypse. Not as fast as Rag as you might expect, but impressive enough
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Old 14 March 2021, 20:06   #402
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@Timtheloon

Requests? If it's a nice game to me, it all depends on the source code and what is available in the Amiga. Unfortunately some of the old school games reincarnations tend to use the fancy stuff available on nowadays PC's and being most of the times a complete rewrite of the original game, performance is out of reach for 20 year old platforms.

I got a "pile" of requests lying around stopped by unavailable/outdated/faulty libraries, missing functions and general horror at compile time.
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Old 13 January 2022, 23:14   #403
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Bumping the post with some progress in Pistorm with Emu68. I have tried to run in 68k mode in my A500+ with RTG and Wazp3D here are some video testings i did. I get around 5-14fps it would be nice to see some progress on this project.
[ Show youtube player ]

[ Show youtube player ]

[ Show youtube player ]
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Old 14 January 2022, 04:27   #404
grelbfarlk
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Quote:
Originally Posted by paranoicb View Post
Bumping the post with some progress in Pistorm with Emu68. I have tried to run in 68k mode in my A500+ with RTG and Wazp3D here are some video testings i did. I get around 5-14fps it would be nice to see some progress on this project.
[ Show youtube player ]

[ Show youtube player ]

[ Show youtube player ]
Pretty neat!
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Old 15 January 2022, 10:08   #405
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@paranoicb

Progress is always done but not specific to a particular CPU: However I have to maintain some hack for sky rendering for UAE so I care sometimes depending on the platform or compiler.

The new testing vbcc 68k fixes some issues that crashed the program in some instances.
Problem is the part of the code that loads bots characteristics and crashes in some machines (not with UAE, but bots are "dumb") : Some memory or structures there fail with 68k and not with PPC vbcc code (a known problem).

Still wrapping up stuff in github for another version.

And yeah, Q3 on A500
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Old 15 January 2022, 18:40   #406
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@cowcat awesome

Its always good to know there is progress in the game engine, any update in code will benefit maybe with some more speed. I know it sucks to run Wazp3D in software mode without hardware acceleration from a graphics card. Emu68 benefits a lot from JIT emulation but its not capable yet. Its barebone emulation and its not runing on linux to load opengl.
Still awesome progress in 2022. I love my A500+ and now one more reason if it runs Quake III on 20+ years hardware.
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Old 15 September 2022, 23:28   #407
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Hi all.

Has anyone tried running Quake 3 on a Vampire?

I have A1200 + V2 1200 + Kickstart 3.2.1. The application started, but the system freezes with an empty workbench window.
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Old 15 September 2022, 23:48   #408
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Originally Posted by coriolis1986 View Post
Hi all.

Has anyone tried running Quake 3 on a Vampire?

I have A1200 + V2 1200 + Kickstart 3.2.1. The application started, but the system freezes with an empty workbench window.
As much as I know there is no software mode. Only warp3d
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Old 17 November 2022, 11:30   #409
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New beta10: https://github.com/AmigaPorts/ioq3/releases

After two years it was time to upgrade.

Recent changes:

- 68k version has a workaround for bots/enemies thanks to phx's wisdom.
I think now they act like is supposed to (at least for the big part).

- WOS (gcc vm ppc code) didn't clean up allocated memory used for compiled code, so it was increased little by little as game was loading maps, menu, etc. Probably fixed.
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Old 17 November 2022, 11:41   #410
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Quote:
Originally Posted by Cowcat View Post
New beta10: https://github.com/AmigaPorts/ioq3/releases

After two years it was time to upgrade.

Recent changes:

- 68k version has a workaround for bots/enemies thanks to phx's wisdom.
I think now they act like is supposed to (at least for the big part).

- WOS (gcc vm ppc code) didn't clean up allocated memory used for compiled code, so it was increased little by little as game was loading maps, menu, etc. Probably fixed.
Amazing.
What are the min specs now to run it?
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Old 17 November 2022, 12:12   #411
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@Reynolds

Memory about 160 mg just for the game itself.

I've seen wos version running on old blizz hardware with a supped up ppc.

68k version is mostñy directed to UAE territory. Where is the hyper-mhz cpu for classic ?
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Old 17 November 2022, 12:18   #412
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@Reynolds

Memory about 160 mg just for the game itself.

I've seen wos version running on old blizz hardware with a supped up ppc.

68k version is mostñy directed to UAE territory. Where is the hyper-mhz cpu for classic ?
HyperGHz just sublimed quietly in darkweb, lol.

So it means that any CSPPC or BlizzPPC with the right amount of ram could handle this game? Nice! I presume the BlizzardVision with it's 8 MB video ram would burn itself out from the card though
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Old 17 November 2022, 13:07   #413
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Quote:
So it means that any CSPPC or BlizzPPC with the right amount of ram could handle this game?
There was a video from a user with A1200 and a souped-up 340mhz ppc running an old version. From what I saw, gfx was from blitzvideo as lightmap support is switched off if Permedia is detected. It run well for what it was.

From that point a 603e ppc recompiled version is also released (game + minigl): Probably better for Sonnet G3 owners too.

You got quite a few words to read here in this thread.
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Old 17 November 2022, 13:15   #414
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Originally Posted by Cowcat View Post
There was a video from a user with A1200 and a souped-up 340mhz ppc running an old version.
This one: [ Show youtube player ] ?
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Old 17 November 2022, 13:16   #415
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Quote:
Originally Posted by Cowcat View Post
There was a video from a user with A1200 and a souped-up 340mhz ppc running an old version. From what I saw, gfx was from blitzvideo as lightmap support is switched off if Permedia is detected. It run well for what it was.

From that point a 603e ppc recompiled version is also released (game + minigl): Probably better for Sonnet G3 owners too.

You got quite a few words to read here in this thread.
Then it seems I have to put together my G3 powered A4000 and test by myself
If I wouldn't so busy with so many things, I'd focus on setting everythong on my PowerAmigas to enjoy life with these stuff :P
Maybe in my next life
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Old 17 November 2022, 13:41   #416
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@TCD

Yep, that video. A lot has changed since version 7.
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Old 17 November 2022, 22:23   #417
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Amazing, thanks @cowcat, will test this weekend
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Old 18 March 2024, 16:17   #418
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Beeing playing around with memory settings of the game engine and it is barely possible to fit it in 128MB

Basically you can set buffers to minimum, zone mem to min, lower texture quality, reduce model complexity, downgrade sound buffers and quality to 8bit 11KHz and set lower resolution. Will not look as pretty, but with additional help can be a 128MB game.
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Old 18 March 2024, 18:52   #419
Cowcat
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Quote:
with additional help can be a 128MB game
There's a mod that uses Q3 Dreamcast textures/maps that it might free more memory. Somewhere here in this thread I posted a link, however not the same exact game.

I see few frames in picture (well the mirror/portal is a busy render):
A forgotten option to improve performance on is "r_mintriarea" that with a "4" value works well for a 640x480 screen.

On the matter of looks/visuals, new changes visible in github fix somewhat the z-fighting issues with stains and so on on walls/floor but that can have a little overhead on less G3 cpu's, but hopefully the rest of future changes make a better performance.
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Old 19 March 2024, 06:50   #420
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This was it running on my 603 240MHz on OS4.1 back when I was working on the Permedia2 driver. It was unplayable basically. Note the long load times were due to plain old motherboard IDE there.

[ Show youtube player ]

However, I did see the same on a 604/233MHz CVPPC and that was markedly better.

I think if the RPis 3D functionality can be exposed, PiStorm will eat it for breakfast. Quake 3 draws almost everything with a single GL call (indexed array of triangles) so there's a very well defined optimisation target for drivers.
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