09 January 2020, 19:24 | #1 | |
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Vampire Flatshading Experimenting
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I spent last few years creating fast 3D engine and a game (very similar in scene complexity to StunRunner - e.g. flatshading) on Atari Jaguar (in pure Assembler) and while I was ready to start my pre-order campaign on Jan-01, I discovered Vampire and that has changed my plans. With 4,000 Vampires out there, it's a viable market for digital download (no expensive carts, shipping, etc.) that will allow for easy patching (impossible with carts). Pleas understand, this is not a weekend hobby for me - I do this full-time, completely self-financed. On Jaguar, I'm running at 60 fps at HiRes 640x240, 65536 colors, so I'm extremely curious what kind of scene complexity is possible at Vampire performance level. While Jaguar was a gaming console, thus limited to 60fps output, Vampire isn't. I've done lots of benchmarks where my game+render loop internally ran at over 100 fps (a simpler 3D scene, but full screen redraw nonetheless), so I'd be very curious to see what can Vampire pull off at 100 fps (assuming you have a working CRT monitor that can handle this refresh rate). Wouldn't it be great to have a gfx detail option that would somewhat reduce the details, yet allow you to play at 100 fps ? Speaking of OutRun, about a year ago, I created a separate project where I had an OutRun-style road (with hills)+environment on Jaguar, so it shouldn't take much effort once I port everything to 68080. Same with Road Rash (full road + building texturing) - though that was a bit taxing for Jag and was dropping to 30 fps often. But, it should handle 60 fps just fine on Vampire, especially if I wrote an AMMX-codepath. We can completely avoid any licensing issues since the game is written from scratch and would have different art assets. I'm waiting for confirmation if I got in line for the January batch of Vampires. At the moment, during last week, I got the basic WinUAE coding/deployment set-up and today am working on creating chunky video mode via Cybergraphx. Then, I can start porting all the 68000 code from Jaguar. |
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09 January 2020, 20:26 | #2 |
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@VladR: The Vampire needs cool games as well !
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09 January 2020, 20:49 | #3 |
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Would be interesting to see some games made for the Vampire, from what i can gather there is no original games made for it yet.
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10 January 2020, 12:30 | #4 |
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This is what I love about YT. You can instantly see how much interest is in the thing - not based on some local forum, but world-wide.
[ Show youtube player ] 21,000 views ! It would appear that there is some interest in Vampire-specific racing game |
11 January 2020, 10:37 | #5 |
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It's and old wish I had that until now didnt make much sense, but to do a low/medium poly 3d racing for high end Amigas (040 or better) where you can let users mod it to change trace tracks and cars so basically ppl would be able to mod it into a poly version of OutRun :-) just sayn
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11 January 2020, 11:57 | #6 |
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I’m guessing that’s an old version of the canonball engine in that video, but the frame rate is pretty terrible as soon as there’s more than just a few cars of trees on screen.
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11 January 2020, 17:02 | #7 | |
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Performance would be abysmall even on Vampire (for racing game, that is - where anything below 30 fps is unacceptable, unless you personally choose that high level of detail). That being said, from my experimenting on Jaguar with that scene set-up, if you ensure the following: - no traffic, no other cars - car interior view Then the performance becomes very good, as the primary driver of performance is number of scanlines the engine has to process and with interior view, that number has been shredded to about 40% So, you could, comfortably, cruise alongside the track even on 060. |
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11 January 2020, 17:03 | #8 | |
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Does the Vampire build have a lot of inner loop rendering rewritten in ASM ? |
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11 January 2020, 21:00 | #9 | |
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But because some sections drop the framerate to 20 fps, the end result is perceived as 'terrible', even though nobody would complain about framerate if it was rock-solid 20 fps, 100% of the time. For example almost nobody knows OutRun is 30 fps, it is a universal understanding it runs at 60 fps, even if it's not true - just because it doesn't suffer frequent framedrops. Well, technically it does, internally (no way around that - each frame is different number of cycles), it's just not visible to the player. I'm pretty sure that if its driving speed was slightly lowered (to accommodate lower fps), and the game ran at rock-solid 20 fps, nobody would complain either, because - well - that would be the OutRun that everybody grew up with and played... |
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11 January 2020, 21:05 | #10 | |
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It's still the fastest accelerator there is for the Miggy, but it's not fast by today's standards by any means. |
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11 January 2020, 21:12 | #11 |
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The Vampire v2 is 78 MHz on a x11 core and the v4 is around 100 MHz. It isn't as fast as a RasPi but is about 4 times more efficient per clock cycle.
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12 January 2020, 02:08 | #12 | |
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12 January 2020, 02:32 | #13 | |
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Pretty sure outrun is 60 fps, but I could be wrong. |
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12 January 2020, 07:00 | #14 | |
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12 January 2020, 07:05 | #15 |
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Reolygon racer
320x180 using the 16:9 aspect ratio hack could hit 30 FPS using the blitter unless you back it off to 16 colors max. The blitter is that slow guys. Fortunately the Vampire has a faster one. Forget the 040 too. Last edited by Samurai_Crow; 12 January 2020 at 07:08. Reason: Quoted wrong post |
13 January 2020, 00:46 | #16 |
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Actually I think you are mistaken here. OutRun arcade was 30fps, but then the Japanese version of Sega Ages for Saturn featured a "secret" (-ish) 60Hz mode.
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13 January 2020, 00:51 | #17 | |
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Btw, did you ever see Paulo Cattanis work on Amiga? He did some pretty impressive stuff in the late 90s when the Amiga was already on life support. Here is his most famous game, VirtuaGP: [ Show youtube player ] Its almost hard to belive he did that on the Amiga. |
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13 January 2020, 05:15 | #18 | |||
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To drop to only 30 fps there, the other places would have to be running at around 60-75 fps. The arcade HW was pretty impressive - I don't recall how many CPUs it had, but it was a lot (it should be on wikipedia somewhere). Especially on a single CPU - say like Vampire. For sure, once my engine is ported to V4 and running, this will be one of the early tests - I do have a primarily-racing 3D engine working already (with a recent support of direct import from 3dsmax) so I will be very curious myself. Quote:
Unfortunately, we now all experienced 60 fps+ on recent consoles and PCs, so it is now painfully obvious if something is running below 15 fps... Quote:
I think it was NFS1 that made me realize that even though I could play classic singleplayer just fine at 640x480 at <15 fps, to beat friend's record times, we had to lower the res to 320x200 and it took another month to notice what he said when he mentioned that it stutters even at 320x200 on my Pentium 100. It did, I just didn't see it at the time, as it was much better framerate than 640x480. But to achieve great times, you need precise control in curves, and 25 fps is nowhere near enough for that... I just don't see how 030 could pull this off in 30 fps. Maybe it had options to turn texturing and details off ? |
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13 January 2020, 08:36 | #19 | |
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I'd never buy a vampire, pretty happy with my 060. And I'd never buy a vampire-only game as well, I think there are way more plain vanilla 1200's / 030 / whatever than vampires out there, so limiting a game to a amiga-(almost)-compatible card/standalone it's a pretty dumb business decision IMHO. Back on topic, I think an unexpanded 1200 could be more than enough for a decent port. |
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13 January 2020, 20:31 | #20 | |
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