14 March 2023, 09:35 | #441 |
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14 March 2023, 09:39 | #442 |
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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 ] |
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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14 March 2023, 11:14 | #445 |
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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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27 April 2023, 08:18 | #446 |
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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 ] |
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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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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28 April 2023, 19:14 | #450 |
Alien Bleed
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I see some glitches on that quake demo. Bad chip ram writes?
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28 April 2023, 19:54 | #451 |
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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 Last edited by abu_the_monkey; 28 April 2023 at 20:04. |
28 April 2023, 20:05 | #452 | |
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Quote:
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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? |
28 April 2023, 21:35 | #454 | |
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Quote:
Once you have a C version, anything is doable, I guess. |
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28 April 2023, 22:17 | #455 |
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@Karlos
cool! @all sorry for hijacking the thread for a moment there. Carry on |
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. |
02 July 2023, 00:08 | #457 |
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Edit the modes file in the game directory I think
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02 July 2023, 02:07 | #458 | |
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Quote:
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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06 July 2023, 15:50 | #459 |
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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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