11 August 2022, 00:18 | #61 | |
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The Megadrive however probably has faster access to screen memory than the convoluted Amiga bitmap method as I understand it, hence F1 by Domark is about 20% faster on 7mhz Megadrive vs Amiga 500. I assume that's the issue anyway. Certainly no need for an 060, it's fast but it isn't drawing complex polygons at all. |
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11 August 2022, 00:25 | #62 |
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11 August 2022, 00:35 | #63 | |
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I don't expect it is possible on a 28mhz 020 like the Blizzard 1220/4 card etc but a 68040 is quite a bit better than an 020 (the 010 and 030 are not really any faster than predecessor in MIPS as usual and there was no 050). What you do need is someone on the level of Geoff Crammond who wrote this sort of thing in ASM on bare CPU power like F1GP2 for DOS which works on a fast 486 and is light years ahead of Megadrive VR flat shaded visuals displayed. F1GP on my 1992 25mhz 486 ran at about 20 fps (there was a key you pressed that showed FPS in game) and that IIRC clocks in about 15 MIPS, less than a 25mhz 040, and is not far off VR. Of course VGA byte per pixel is less clumsy than 5 bitplane writes on Amigas but still I am sure an 040 could do VR on Amiga...in the right hands. An 060 is probably overkill. I believe VR on Megadrive is about 15fps. |
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11 August 2022, 10:14 | #64 | |
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So in fact we’re getting closer to M68060 like performance. |
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17 August 2022, 21:35 | #65 | |
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Was that on ISA, high clocked ISA, or VLB? VLB was super fast compared to Amiga chip ram. |
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17 August 2022, 23:13 | #66 | |
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Maybe I will give a try to this emulator on my weakest laptop and see how games run |
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18 August 2022, 09:48 | #67 |
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Since there are 3D demos for 68060, what about Quake? And many other 3D games which needs 68060, e.g. Payback. What About Alien F1 where You have reflection on front of car (is Virtua Racing have reflections)?
Virtua Racer or Virtual Fighter i doable on Amiga, but better to use 040/060 and AGA or graphic card for it. But since no-one (?) is doing this... |
18 August 2022, 10:19 | #68 |
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Alien F1/Virtual GP ran fine on my 030/50. Texture mapping, and lots of scaling sprites.
As much down to coding excellence as anything else. It does make me laugh people saying 'is it possible?', when there are already more technically demanding titles already running. I've heard it's an order of magnitude slower to implement texture mapping vs flat poly's, unless the Amiga's architecture somehow makes flat poly's a bad proposition compared to texture mapped? Either way, it would take a very talented 3D coder, and I guess only the demo scene has that sort knowledge on the amiga these days. |
18 August 2022, 10:27 | #69 |
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The resolution and color depth are indeed artificially limited on the Pico-8, but it's still a powerful PC running that LUA-code.
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18 August 2022, 10:32 | #70 |
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18 August 2022, 10:37 | #71 |
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I have no problems with demos being released for it, as there's definitely some clever trickery being done in relation to the size constraints. But they should compete in either in PC compos or in a category of their own.
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18 August 2022, 11:25 | #72 | |
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There are so many platforms that could do with some love, other than PICO. but that's a different thread |
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18 August 2022, 19:07 | #73 | |
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...sometimes it's not the end result that matters, rather the challenge of getting there, the process of making something work. There have been lots of technically impressive ports for Amiga lately, or variants (eg. Dread), not everything has to be creative new ideas. Perhaps the nostalgia part is what makes porting old games so popular? Last edited by modrobert; 18 August 2022 at 19:30. Reason: Added afterthought. |
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18 August 2022, 20:40 | #74 | |
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Boss Machine, creeping me out, super delivery boy, Devil's Temple, Demon Claw, Cyber Punks 2, Inviyya, Scourge of the Underkind, Worthy... and so many more, either here or on the way. Not include software to drive development: Redpill, Scorpion engine and the Dread engine. |
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20 August 2022, 09:09 | #75 | |
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Completely apples to oranges comparison when just stating MIPS. As I inferred you'd need a high end '060 to come close to achieving the results of the megadrive + svp on an Amiga. |
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20 August 2022, 09:14 | #76 | |
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Virtua Racing is an order of magnitude more technically demanding than Virtual GP. |
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20 August 2022, 10:17 | #77 | |
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The SSP1601 (which the SVP is based on) has the advantage of having a lot of 16-bit buses to suck data in and push it out, but the Virtua Racing cartridge has only one RAM chip so it doesn't seem to use that feature. I have a hunch that the SVP is crippled by this. |
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30 August 2022, 01:07 | #78 | |
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It also had a really horrible SVGA chipset on the video card, the cheapest possible setup you could call an SVGA 486/25 PC but it was acceptable for regular VGA lo-res mode for stuff like Actua Soccer and F1GP. |
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30 August 2022, 01:15 | #79 | |
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I gave you official figures for both bits of silicon, didn't overstate anything I quoted figures given. The AGA chipset is just as much a bottleneck anyway even if you have an 060/66 in an upgraded A4000. |
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