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Author Topic: Doom on an '030  (Read 8427 times)

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Offline nex4060

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Re: Doom on an '030
« on: October 08, 2004, 11:37:22 AM »
I beleve that the main problem when you want to run a "Doom-like-game" on an amiga is:

All the 3D functions (texture mapping and so on) make a chunky-bitmap insted of a bitplane, and because of that the amiga processor has to spend ALOT of time in converting it from chunky to bitplanes so the amiga chipset can handle the graphics. I think it is about 60-80% of the processors time is/can be spend on this conversion.

To put it in another way, then it should be possible to run "Doom-like-game" in full speed when comparing the amiga processor to a PC processor (x86) if you have a chunky-pixel graphicscard like the CyberVision, Picasso BVission and so on. (The game has to support thoes graphics cards! otherwise it will still make the conversion a then a reconversion to the graphicscard!)

ps: correct me if I'm wrong :-)
\\"Computer games don\\\'t affect kids; I mean if Pac-Man affected us as kids, we\\\'d all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music.\\"
- Kristian Wilson, Nintendo, Inc,1989  :lol:
 

Offline nex4060

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Re: Doom on an '030
« Reply #1 on: October 08, 2004, 01:01:01 PM »
@CU_AMiGA

Did it run in real chunky-mode? or did it do the bitplane conversion? Some grraphics cards have hardare support for this conversion and that becomes an bottleneck, it sounds like that it was this you experinced.

btw: A hope that i have time this weekend to run the ADoom on my Amiga (A4k 060@50Mhz CV3D)


-EDIT-
I have just found this information ADoom1.3

"ADoom puts up an ASL requester for the ScreenMode.

The -directcgx option causes scene rendering directly to the gfx-card (instead of using a chunky buffer in fastmem).  This can provide a significant speed-up with a fast gfx-card."
\\"Computer games don\\\'t affect kids; I mean if Pac-Man affected us as kids, we\\\'d all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music.\\"
- Kristian Wilson, Nintendo, Inc,1989  :lol: