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#1 |
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Join Date: Feb 2009
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The speed impact on CPU of ZERO Fast RAM A1200/CD32
I have heard many times from some people that without Fast RAM the CPU is blocked about 50% of the time it could potentially access Chip RAM.
Is this true, more specifically is it true regardless of whether you only write/modify data from Chip RAM locations or just use any of the custom chips to read data from Chip RAM too? |
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#2 |
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Essentially, yes, but the details depend on the number of bitplanes activated, and on the video mode and video bandwidth. "blocked" here means that the CPU does not get access to RAM because custom chip DMA requires access instead and takes priority. The 68020 CPU in the A1200 does have an (albeit tiny) instruction cache that may help to avoid RAM accesses for fetching instructions, but the general problem is still there.
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#3 | |
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Quote:
Seems odd Commodore would sell you a 14mhz 020 that can never run at anything like 14mhz oops. I guess AGA was never designed to be used without Fast RAM and it was rushed through. In hindsight they probably should have stuck 128k 32bit Fast RAM on the A1200/CD32 motherboard as a minimum spec but then there is not one single AGA game engine I've seen that pushed that chipset like Lionheart/Lotus II/Beast 1 pushes my Amiga 1000 on my desk so probably would have made little difference to sales. Made things like the Blizzard 1220/4 a true bargain, if Commodore had lasted longer they would have been wise to do a bundle with that low cost 28mhz 020 + RAM card like they did in the A500 512k + A501 bundles (Class of the 90s pack?). |
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#4 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,466
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It would have made the PCB considerably more expensive if they had made it 1+1
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#5 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,466
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Brian the Lion AGA? Jurassic Park AGA? Super Stardust? Xtreme Racing? Slamtilt Pinball? Putty Squad? Roadkill?
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#6 | |
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Join Date: Feb 2015
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Age: 50
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Quote:
Commodore being Commodore, the A1200 was built to be cheap but upgradable, it bothers me more that the CD32 was crippled in the same way because a console becomes a fixed hardware target/platform for devs. I started a thread some year ago about the idea if C should have built the CD32 with 1,5MB chip + 0,5 fast. |
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#7 | |
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Quote:
On an Amiga the CPU and custom chips share access to chip RAM. The custom chips need to access it to create the video signal and audio. On top of that they will access it for things like the blitter and copper, which most games make heavy use of. The CPU has to wait for slots where it can access chip RAM. The 020 has a small 256 byte cache for instructions. Since all instructions are at least 2 bytes long, many longer, it can only store fairly short sections of code. However, with careful programming it can make a huge difference to performance. Consider the case where the game needs to process a big chunk of data, like day some 3D vectors or some collision hitboxes. If the code that does all the processing can fit in the cache, the only chip memory access needed is to load and store data. By arranging the code so that it does processing between available chip memory access slots (so-called pipelining) the CPU can run at full speed, while the custom chips also operate at maximum performance. The problem is that is not all that easy to arrange, and most game developers struggled to even get the blitter working. As for Commodore, they knew they needed to update the Amiga hardware but AAA wasn't ready, so they did AGA instead. AGA is basically a 32 bit extension to parts of the chipset. I've been thinking for a long time that the A1200 would have been better if it had split the RAM into 1MB chip and 1MB fast, but they decided to make it all chip RAM. The main reason is I think to make the PCB layout simpler and cheaper to produce. Splitting the RAM would have meant more RAM chips, and two busses. It would also have complicated the expansion port design. |
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#8 | |||||
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Today you can plug in a card with 80MHz+ CPU, 128MB+ and perhaps even RTG, to make the A1200 into a powerhouse with performance undreamt of in 1992. This shows the true brilliance of the ChipRAM only design. No messy slow 'Fast' RAM to worry about, and better compatibility with older software in the base configuration. |
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#9 | |
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Real estate on the PCB if they'd designed the form factor for it from the beginning, and even if for some dumb reason they were forced to use a particular form factor before designing the PCB, there's still unused real estate on the A1200 motherboard. Since they'd be buying components wholesale, adding an extra 1M would have added maybe $40 to the price, $50 tops. RAM was a LOT cheaper in 1991 than it was in 1985. Up to 2x performance improvement for a 7% price increase is a no-brainer, and would have had a far more valuable effect in making sure all software was written to that standard. Last edited by AmigaHope; 14 August 2022 at 02:19. |
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#10 | |
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Flink on CD32 is probably the only console (i.e. SNES) quality game on the CD32, I don't like platformers anyway but it sure looked the part. 1/hundreds is a poor hit rate for a console though and it never came out on A1200. We didn't even get a good looking footy game, like ISS on SNES (FIFA on Amiga plays like crap and Sensi/Kick-off graphics look like 8bit). Your standards are too low, once you see things like Lionheart/Beast 1 (level one/intro level) Turrican 3, Kid Chaos, Lotus II, Soccer Kid running on 1985 technology these are very so-so 1993 games. Unreal, NOT the dumb Quake knock-off, is still the most impressive textured/scaling graphics 3D engine....why didn't people stick that engine in an AGA rally game (would have looked better than that 486/SNES RAC Rally game that came out but the A1200 version was cancelled due to lack of coding talent lol). A REAL Amiga 1000 game, one worthy of the memory of Jay and Dave R.I.P., should look like the Megadrive version and sound more like the SNES version. |
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#11 | |
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The Megadrive has just 64k RAM for code, and the 256 colour 16 channel sound SNES just 128k. At the very least they should have put a SIMM/DIMM slot for 128k memory we could add in. The N64 had a memory slot and a removeable panel to upgrade the consoles memory. You wouldn't catch Sega making the Megadrive where if you used the sprites you had to cripple the CPU down to 3.5mhz ![]() 2mb Chip RAM promotes crap coding, it's like those writing BASIC programs on C64 with GOTOs up the yin-yang. There are better ways to code and Shadow of the Beast start/intro level visually and sonically knackers EVERY AGA game engine with just 512k RAM so I don't see why 2mb for ECS in A600 was needed. If Commodore ever wanted to make a CD format that didn't fail what they really needed to do was buy Cinemaware lock stock and barrel for peanuts in 1992 etc when they went bust. This happened after their idiotic mistake of only doing It Came From the Desert CD-ROM for PC Engine CD format lol not even PC CD-ROM like Defender of the Crown they had already done for decent CD machines* think how many CDTVs would have been sold off the back of a decent CD game let alone CD32 which was all disk based hand me down games with poundshop quality audio replacing the MOD tunes of Zool 2 or Super Stardust ![]() *PC Engine is awesome sprite based arcade game hardware, shit for many colour streamed anims via single speed CD-ROM drive with EGA style rubbish reduced colours. |
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#12 |
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difference with fast RAM you notice more from 68030 and more. If you try 68030 with Chip RAM only the performance are very bad in comparison with some Fast RAM.
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#13 |
MI clan prevails
Join Date: Jul 2010
Location: Belgrade, Serbia
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Well, as a rule of thumb, the faster the CPU is, the more crippled it is by the lack of FAST RAM.
Even the humble A500 benefits from the addition of FAST RAM (true FAST RAM, not the pathetic excuse for "FAST" RAM that goes into the trap door slot) that can reach as much as 30% speedup. Of course 130% of slow is still kinda slow, but you can definitely feel the speed increase in Workbench. Windows opening, closing, etc. |
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#14 | |
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Yes, the CPU is constrained, but it can still access chip RAM faster than the A500 can, even without fast RAM. Unfortunately, games written for OCS and ECS would often fail to take advantage of the extra performance available. |
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#15 | |
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Not that it has anything to do with the original topic, this is more an issue of lack of effort/talent for AGA games and lack of support when awesome Amiga 1000 compatible games were being made (e.g. Lionheart). We will never know the true potential of AGA until somebody as talented as the guys who wrote Beast 1, Lotus II, Lionheart etc turn up, and in the era of homebrew they never did. Even AGA A1200 2mb demos are a yawnfest. |
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#16 |
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You're still confusing your biased opinions with objective reality, and adding to that a tenuous understanding of the situation. For a start your comparison with console memory is nonsense since every cartridge you insert includes a massive chunk of ROM that contains all the graphics, sound and code your game needs, thus removing the need to load them all into RAM.
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#17 |
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You can't really say "Brian the Lion AGA makes poor use of the A1200 because the gameplay's crap" while praising Shadow of the Beast as an example of the A500's hardware being pushed to its limits. Both were technically stunning but not as impressive to play. And I know Roadkill is 'only' a top-down racer, but what other top-down racer looks that good on an A500, or STE, or SNES or Megadrive?
I always thought the A1200 deserved some onboard fast RAM. You'd pay an extra £50 (1/8 of the cost) to improve the performance by 1/3 by having 1.5Mb chip and 512K fast, as long as it didn't impact the upgrade potential for serious users. It surprises me that developers apparently told Commodore they preferred 2Mb Chip only to 1Mb Chip+1Mb fast. The A1200 for £400 in 1992 was nowhere near as exciting an option as the £$£700 A500 in 1992. Last edited by Megalomaniac; 14 October 2022 at 14:29. |
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#18 |
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#19 | |||
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The logistics of splitting the RAM at 1.5MB is dicy. Each block needs 32 data bits, split into 4 bytes. With 8 bit DRAMs That means a minimum of 8 RAM chips (4 Chip, 4 Fast). But 1.5MB is not a power of 2, so you need at least 8 chips (of 2 different sizes) just to do the Chip RAM, and another 4 chips to do the Fast RAM. It would probably be cheaper to do 2MB Chip and 1MB Fast, or even 2MB Chip and 2MB Fast (since then you only need one type of RAM chip, and can get the larger quantity cheaper). Then you need a separate DRAM controller to manage the FastRAM, and space on the motherboard for it plus the 8 extra DRAM chips and the wires connecting to them (not the least of your problems with a 32 bit data bus). Bottom line, you're going to need a bigger motherboard - which won't fit in the A1200 case. So what do you do? Option 1: Bigger case: - More expensive, higher freight costs, less convenient size, might look ugly? Option 2: Encroach on the trapdoor space:- Limits expansion options, 'cheapening' the design to be more like the hated A600 (which had no room for a faster CPU etc.) Option 3: Put sockets on the motherboard to expand the RAM, with no trapdoor expansion - on the basis that it should be enough for anyone (like the ST). Instant fail! Nobody likes being told what's enough for them. Quote:
From a marketing perspective, a machine with critical features removed is a hard sell. The A500+ and A600 both were capable of 2MB Chip RAM, so the A1200 having only 1.5MB would be (correctly) perceived as a downgrade. Almost every time a machine was released that had significantly worse specs than its predecessor, the public didn't receive it well - particularly if it couldn't be upgraded to match it. And just being cheaper would not make up for it. But all previous low-end Amigas came stock with Chip RAM only, so this base configuration was expected. Buyers wouldn't mind because they knew it could be expanded with as much as their hearts desired via the trapdoor slot. They also knew that in future such expansions would become better and cheaper. And how right they were! By the end of its commercial life the A1200 was being upgraded with an 040 or 060 CPU and up to 128MB Fast RAM, and even dual 68k and PPC CPUs with hardware 3D graphics. Once you got a setup like that, some tiny amount of Fast RAM on the motherboard would be insignificant - possibly just an annoyance since a faster CPU would have to slow down to access it. |
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#20 |
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68020 or faster processor without Fast RAM have a bad perfomance in 3D engine with or without textures.
in 2D game Fast RAM have less importance and de facto many AGA platform games run very smooth on stock A1200 |
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