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Old 14 March 2023, 09:35   #441
TCD
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67 fps in 640x400
Thank you
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Old 14 March 2023, 09:39   #442
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Thank you
Will upload some more demo play of all Quake 1, Q1 Dissilution pack, Q2 and Q3 (YES ) in a short while.
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Old 14 March 2023, 10:04   #443
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Quake 1 on A1200 with pistorm32 rpi4 2.2Ghz 67 fps, Three Demos:
[ Show youtube player ]

Pistorm32 Quake1 Dissolution of Eternity mission pack 640x400 3 Demos:
[ Show youtube player ]

Pistorm32 Quake2 at 512x384 60fps three demos:
[ Show youtube player ]

Pistorm32 Quake3 Arena demo play 320x256 SW GL renderer:
[ Show youtube player ]
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Old 14 March 2023, 10:53   #444
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I didin't even knew that Quake 3 has a software renderer It does look quite sad though, but Quake II looks really playable.
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Old 14 March 2023, 11:14   #445
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I didin't even knew that Quake 3 has a software renderer It does look quite sad though, but Quake II looks really playable.
Yes, it is VERY slow, the Wazp3D slows it down. Someone should really do a build with the current TinyGL port to 68k instead... would probably make it playable in 640x400
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Old 27 April 2023, 08:18   #446
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AmiQuake

Timedemo demo1 22fps

Pistorm32 with Pi3. Full screen 320x256, PAL, AGA.

[ Show youtube player ]

Video is 320x256

There is new PiStorm firmware version that speed some things up a bit
For the same test with the same hardware I now get 26fps.
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Old 28 April 2023, 07:47   #447
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Clickboom Quake1 in 320x200 running on latest pistorm32 with rpi4 at 2.2Ghz, getting 55 fps now with the latest chip ram write improvements:

[ Show youtube player ]
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Old 28 April 2023, 11:18   #448
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what is now the chip memory read / write / copy speed on pistorm32 ?
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Old 28 April 2023, 11:43   #449
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I suppose that very much depends on the Pi used and speed it is running. If I understand it correctly some guys with Pi4s are approaching the theoretical maximum of the hardware, can't ask for much more than that...
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Old 28 April 2023, 19:14   #450
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I see some glitches on that quake demo. Bad chip ram writes?
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Old 28 April 2023, 19:54   #451
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I see some glitches on that quake demo. Bad chip ram writes?
I think, but could be wrong, the horizontal line artefacts are due to using ScrollVPort like we had in ab3d2 before double buffering was implemented. In clickboom's Quake I believe you can select the render method in one of the menus. default would probably be the fastest (but slightly glitchy) method ScrollVPort but I remember double and triple buffering being an option.

yeah its defo that, just fired it up in winuae and get 409fps in cpu c2p (posh way of saying ScrollVPort) and almost exactly 60fps in double buffered mode in 320*200 ntsc

Last edited by abu_the_monkey; 28 April 2023 at 20:04.
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Old 28 April 2023, 20:05   #452
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I think, but could be wrong, the horizontal line artefacts are due to using ScrollVPort like we had in ab3d2 before double buffering was implemented. In clickboom's Quake I believe you can select the render method in one of the menus. default would probably be the fastest (but slightly glitchy) method ScrollVPort but I remember double and triple buffering being an option.

yeah its defo that, just fired it up in winuae and get 409fps in cpu c2p (posh way of saying ScrollVPort) and almost exactly 60fps in double buffered mode in 320*200 ntsc
Exactly, with double buffer they go away but the fps is lower...
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Old 28 April 2023, 21:29   #453
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yeah using the ScrollVPort method is ok if you can live with the artefacts and screen tearing.

@Karlos

maybe, much further in the future (when all the setup and non speed critical code has been moved over to c) we could reintroduce it as an option for ab3d2?
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Old 28 April 2023, 21:35   #454
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yeah using the ScrollVPort method is ok if you can live with the artefacts and screen tearing.

@Karlos

maybe, much further in the future (when all the setup and non speed critical code has been moved over to c) we could reintroduce it as an option for ab3d2?
.

Once you have a C version, anything is doable, I guess.
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Old 28 April 2023, 22:17   #455
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@Karlos

cool!

@all

sorry for hijacking the thread for a moment there. Carry on
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Old 01 July 2023, 15:00   #456
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Hi.
How would you setup the resolution on AmiQuake RTG? The game launches with a resolution out of range of my monitor.
Thanks.
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Old 02 July 2023, 00:08   #457
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Edit the modes file in the game directory I think
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Old 02 July 2023, 02:07   #458
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We should be in the very limits of the AGA chipset! Most impressive!
[ Show youtube player ]

For AGA 256 colors mode, Quake demo3 320x200 NTSC should be able to reach 47.23 fps with stock Raspberry Pi 4B and work-in-progress gateway PiStorm32 Lite firmware with 7.1 MB/s write Chip RAM performance.

I'm using Sam Devulder's Quake setup from Coffin R58.

Last edited by hammer; 02 July 2023 at 02:12.
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Old 06 July 2023, 15:50   #459
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Hope it's not too off topic, but here's a short article from the April 1997 issue of Amiga Format about the first Quake port running on a high end machine at 'about 15 FPS':
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Old 07 July 2023, 13:58   #460
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i remember it. i finished Quake on 68040@40, aGA at 1 fps with big monsters.
I not used clickboom version and was also without sounds.

a nostalgia tear
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