13 August 2015, 22:04 | #1 |
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Quake 2 on a 'stock' Atari Falcon
I bet this is old news and has been covered on here before, but how the hell is this possible?
http://www.atari-forum.com/viewtopic.php?t=26775 10fps-ish on a stock 14mhz 030. Ok, the falcon has a smart DSP and a chunky mode, but that demo puts the fps I get from my 80mhz 060 somewhat in the shade. Just amazing programming? |
13 August 2015, 22:10 | #2 |
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Sick
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13 August 2015, 22:43 | #3 |
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nice, so they started converting it from floating point to integer, i don't know why it was ever in floating point to begin with to be honest.
floating point is overrated imho. |
14 August 2015, 00:09 | #4 | |
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Reminds me of a Dave Hanyie speech a while ago. As most of us already know, he wanted to put a DSP (Motorola 56001) into the A3000+ primarily for sound, but if I recall correctly he suggested that it was integrated in such a way that it could have been used to do 3D calculations. So, it seems this theory was proven right, eventually... |
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14 August 2015, 05:02 | #5 | |
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maybe they are running the game on 2x1 graphics or 2x2 |
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14 August 2015, 05:10 | #6 |
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It's not a Quake2 source port, it is Doug's own engine which can run Q2 maps, textures etc.
Try the last alpha on Your stock falcon 030@16MHz 14mb https://dl.dropboxusercontent.com/u/...estpublic2.zip Or the Hatari emulator (mercurial build) Last edited by alexh; 14 August 2015 at 05:15. |
14 August 2015, 07:18 | #7 | |
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Similar, Doug engine use parallel processing of 68030 and DSP in Falcon. |
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14 August 2015, 08:24 | #8 |
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Doug's stuff on Atari is amazing, check out his Doom 'port' Badmood, which is more a custom engine that can run Doom .WAD's.
These aint your typical amiga ports :-) |
14 August 2015, 12:55 | #9 | |
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I am inclined to call this guy a programming Einstein. Sheesh!
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[ Show youtube player ] Last edited by gimbal; 14 August 2015 at 16:10. Reason: added badmood playlist |
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14 August 2015, 14:14 | #10 |
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I think we should donate an A1200 to this guy ;-)
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14 August 2015, 14:57 | #11 |
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14 August 2015, 19:06 | #12 | |||
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Even the early 6888x does a lot of FP processing in parallel to the CPU (integer unit) but the interface, instruction pipelining and caching are not efficient with an external FPU. Most early DSPs did not support FP but were good at fixed point integer math (often better than the CPU integer unit). DSPs are notoriously difficult to program efficiently though. Had the Amiga or Atari with DSP beat the PC, I expect a fast FPU and later SIMD (also not easy to program) would have replaced most DSP processing. |
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16 August 2015, 23:51 | #13 | |
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Beside that MC DSP has SIMD characteristics and they are self sufficient (btw today many Falcon coders works in game industry as optimisation specialist for PlayStation, Xbox...) Falcon implementation of MC DSP allow only ~800KB/s data transfer "to" and "from" DSP (or up to 3MB/s if you skip confirmations...). |
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17 August 2015, 01:20 | #15 |
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Floating point is also a lot more precise than interger, something that at times is important, especially when it comes to 3d.
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17 August 2015, 10:06 | #16 | |
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There are really lot of details at atari-forum; there are diagrams with chunk of codes and how they are managed between CPU and DSP... MC 68040 (and espec. 060) are quite different than 68030 founded in Falcon. In many cases, using solo 040 would perform faster than 030+DSP. This engine is specially crafted for stock Falcon (beside DSP, using MC68030 256bytes cache, MMU...) and would not benefit from e.g. 040 or 060 CPU as it could. Ofcourse. DSP in Falcon have 24bit words and as you saw, Doug manage to implement 3D engine that will work well with given precision. Last edited by kovacm; 17 August 2015 at 10:12. |
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17 August 2015, 11:39 | #17 |
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Sure, it's very cool stuff regardless of it only using intergers.
My comment was more a follow up to some people responding to Mrs. Beanbags suggestion that fp can be overrated. Last edited by beezle; 17 August 2015 at 12:09. |
17 August 2015, 12:05 | #18 |
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I guess you're referring mainly to shifting instructions. Shifting can be done by multiplying with constant values so it isn't not really slow. However, these parts don't look quite elegant within the sources.
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17 August 2015, 13:02 | #19 |
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True enough, that makes it all the more impressive that the graphics of this effort are so stable if you look past the expected low resolution scale blurring.
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17 August 2015, 13:22 | #20 |
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^
I remember when I first time saw work-in-progress with flat shaded polygons: [ Show youtube player ] it was fastest flat polygons engine on Atari so far and I wonder (I believe as many) if it would be sensible to add any kind of textures on it preserving reasonable frame rate? eventually Doug implement more than just textures; there are lightmaps, transparency... pure joy |
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