Welcome, Guest. Please login or register.

Author Topic: What are the advantages of the present/future Amiga?  (Read 17560 times)

Description:

0 Members and 2 Guests are viewing this topic.

Offline bloodline

  • Master Sock Abuser
  • Hero Member
  • *****
  • Join Date: Mar 2002
  • Posts: 12114
    • Show all replies
    • http://www.troubled-mind.com
Re: What are the advantages of the present/future Amiga?
« on: September 02, 2008, 06:11:54 PM »
Quote

amigaksi wrote:
by mdwh2 on 2008/9/1 21:10:36


>>>Do you really think that setting 30 X,Y registers of sprites even on a 7.16Mhz OCS Amiga 1000 can be beat by a standard CPU/Graphics Card doing erasing/repainting of software sprites?

>>Surely it can? The bandwidth of DDR2 + 16x PCIe + 2.4GHz Core2Duo means the CPU can erase and repaint a 320x240x8 screen many thousands of times per VBL?

>Indeed, his claim is ludicrous.

When you don't understand the point, you should first try to understand it before replying.  


But you have proven time and time again not to understand modern hardware... Perhaps it is you who should do some reading before you post?

Quote

Alex is right in trying to repaint the screen because the ORIGINAL point is showing a screen full of sprites on a system that does not have sprites.


Yes... and there are two ways I can think of with a modern GFX card... see below...

Quote

>Moreover, there's no reason it has to be done in software anyway - on modern hardware, this sort of thing can easily be done in hardware (the sprites are stored in graphics memory, and rendered directly by the graphics hardware).

Moreover, you missed another point-- that you have to use a standard graphics card/CPU not something that works on maybe your system and you are NO LONGER using a system that does NOT support sprites.  It won't work on modern hardware that I have-- my ATI card does not support sprites in hardware so you have to repaint the screen or some other algorithm.


With your ATI card which I shall assume you purchased within the last 8 years, you can either use the blitter, which has a much higher bandwidth than anything the Amiga ever had, and so could easily repaint the screen with far more objects than the amiga could manage using both the Sprite hardware and the blitter... or use the 3D hardware, learn DirectX or OpenGL and use surfaces... they function exactly the same as sprites with the added advantage that they can be scaled, rotated and alphablended all in realtime...

LEARN ABOUT MODERN HARDWARE BEFORE YOU POST NONSENSE! :-)

Quote

>Therefore you don't even have the bottleneck of PCIe, and graphics memory is even faster than DDR2. From http://en.wikipedia.org/wiki/GeForce_200_Series , the memory bandwidth on modern graphics cards is ~100GB/s, with 240 processors giving a peak fillrate of about 20 billion pixels per second (which would fill that 320x240 screen about 260,000 times a second). What was that about being able to set a measly 30 registers?

It's NOT 100GB/second from CPU accessible memory to graphics card; stop picking up things randomly from the web and trying to argue against a point you don't understand.


I wouldn't bother rendering in the System RAM... I'd use the gfx hardware to render gfx...

Quote

You don't even understand how amiga sprites work; they can be rendered even on a 640*400 screen at their 320*200 resolution so the worst case is repainting 640*400.  It's the Amiga that only has to set 30 registers not the PC; PC has to repaint the area.  

This is your understanding of the argument:

I say: system without hardware sprites would have a hard time showing a screen full of sprites in real-time (on a standard CPU/Graphics card).


Get a clue...

Quote

You say: that's ludicrous, just use the hardware sprites in the graphics card and use the latest and greatest graphics card.

Duh!  Perhaps, I should put in Video Toaster in my machine and use that to my advantage as well and some other souped up attachment that only works on my Amiga.



The concept behind the Video Toaster is long gone... everyone has been using digital video for 10 years now!!

Your argument makes no sense...

Offline bloodline

  • Master Sock Abuser
  • Hero Member
  • *****
  • Join Date: Mar 2002
  • Posts: 12114
    • Show all replies
    • http://www.troubled-mind.com
Re: What are the advantages of the present/future Amiga?
« Reply #1 on: September 03, 2008, 11:34:55 AM »
Quote

amigaksi wrote:
>by A6000 on 2008/8/31 11:52:47

>@DavidF215
>Good post, wrong website - this one's filled with amiga haters.

Some are poor souls mislead by misinformation or their own misunderstandings.


You have more insight into your condition than I had imagined!

Offline bloodline

  • Master Sock Abuser
  • Hero Member
  • *****
  • Join Date: Mar 2002
  • Posts: 12114
    • Show all replies
    • http://www.troubled-mind.com
Re: What are the advantages of the present/future Amiga?
« Reply #2 on: September 03, 2008, 12:48:10 PM »
Quote

amigaksi wrote:
>by mdwh2 on 2008/9/2 19:00:43

>>amigaksi wrote:
    Alex is right in trying to repaint the screen because the ORIGINAL point is showing a screen full of sprites on a system that does not have sprites.


Well... when you say "a screen full" you do mean 8. The Amiga could only dispaly 8... though I know if you are prepared to limit their vertical motion you can reuse the unused sprite areas... but really that's not very useful, I know when I was programming Amigas, I would not use hardware sprite very offten, blitter objects were much more flexible (I would often use my Blitter objects on a foreground dual playfield so they behaved more like sprites).

But anyway, sprites were simply a solution to the problem of low ram bandwidth... as ram bandwidth increased, they become less useful. The colour colour depth limit alone makes them impractical for most tasks.

Quote

>Right, I understand this -

You don't because later in your post you state the samething-- let the hardware do it.  You can't let the hardware do it, if the argument is how to render sprites on a system that does not support hardware sprites.


Either you are stupid, of you are doing this on purpose.

Modern gfx hardware can display graphics objects all by itself... These grahpical objects are far in advance of anything the Amiga hardware can do. I have explained all this in my earlier post, which for some reason you ignore?

Quote

>and even if you have to repaint every pixel by CPU, this is easily possible on modern hardware.

That's not the argument either.  This is a straw man argument.  When you emulate accurately some aspect of the system, you have to meet or exceed the requirements; here I PURPOSELY used the words REAL-TIME sprites meaning you have to meet the real-time constraints of the original item you are trying to emulate.  So back to the point, if the Amiga 1000 OCS can render 30 sprites in around 40 microseconds, you have to do the same in the new system in 40 microseconds or less.  


The OCS A1000 can display 8 hardware sprites (at low resolution and of 4 colours each) per refresh...

Any modern system can easily exceed that number at full screen resolution and at 24bit colour depth... even just using the CPU, and will perform even better if you use the GFX hardware.

You are the one shifting the argument... by bringing Emultion into this... then you have the overhead of all system interactions to wait for. But with a modern system, emulation is easy, I had A500 emulation running any progam I threw at it at full speed in 1999 on an old P233...

Quote

IT HAS NOTHING TO DO WITH REFRESH RATE.  Imagine a scenario where besides the 40 microseconds, all the other time is being used to send pulses through the I/O ports or the Amiga is in HALTed state and some other machine is controlling some medical heart/lung machine.


You are deflecting... It has everything to do with refresh rate. We are talking about the Gfx system, in such a system the Quantum is the refresh rate.

Quote

>>    Moreover, you missed another point-- that you have to use a standard graphics card/CPU not something that works on maybe your system and you are NO LONGER using a system that does NOT support sprites.


Is this even a vaild English sentence?

Quote

>What do you mean "works maybe your system"? 3D graphics cards that do texture mapping in hardware have been around for over a decade!

I know cards are around, but we're talking about standards.  AGP is the standard since most people nowadays have AGP or better cards.  I'll answer this further below.


Even my oldest PC, is PCI-E... but why are you talking about a conector interface. Had you said VESA 2.0 (the standard for all gfx cards) I could have taken your post with more creedence...

Quote

>How old is your ATI card exactly?

Does not matter really since it has to work in most PC systems which would require doing it in software not relying on some sort of "sprite" hardware being present.


Then use a suface normal object with the 3D Hardware... But the blitter is more than capable of this task, and this the method I would choose on the Amiga too... hardaware sprites are lame for most tasks.

Quote

>Software written for graphics cards will work on any make of graphics cards (although there may be some differences, this is in areas that is way beyond what any Amiga chipset ever did) - unlike banging the hardware, which won't work on anything, possibly not even a newer version of that chipset from the same company (consider all the OCS vs ECS vs AGA incompatibilities).

That's wrong.  OCS banging works just fine for ECS/AGA as far as I have tried it and thus good for this argument.  On the contrary, you can't be sure the graphics cards will support certain hardware features that you may be relying on.  


Modern systems are highly integrated software/hardware combinations. The Driver provides an abstraction away from the hardware, from an engineering point of view this is vastly superior solution.

Once you add a feature to the hardware, where the hardware is exposed to the developer... that feature can never be removed... if you only offer software interfaces, the hardware can be improved and the feature depreciated (for removal in future).

Quote

And some software/OS/drivers may shut down certain hardware features without you knowing it.  


You what?

Quote

And there are more bugs in these software/OS/drivers than in OCS/ECS/AGA compatibility.  


Software can be updated, simply and quickly. Hardware is set in stone (or rather silicon)... If I buy a device with a broken driver, a simple sfotware update fixes it... buy a device with broken hardware... that device is always going to be broken.

Quote

So maybe it will work using a device driver and maybe it won't.  Hardware banging is allowed for by Commodore themselves in the Hardware reference manual as I already explained.


Yes Commodore did allow hadware banging... and Apple didn't... which one is still around?

As you improve the hadware, and programers are used to an exposed hardware interface, you have to keep the old circuits in place... filling the chip up with antiquated functions that steal space from modern features.

Quote

>If you're rendering from hardware, the CPU doesn't need to do a thing.

We're not sure if hardware is present, so we need to take the worst case and do some algorithm like (after pasting sprites in appropriate areas):


IOn a modern system, you don't need to worry if a hardware feature is present, the driver either uses the hardware or emulates the feature, as best it can. That way software always runs as best it can!

Quote

Mov ECX,640*400/4
CLD
Mov EDI,VidMem
Mov ESI,BitMapPtr
Rep Movsd



Don't post random crap in forums, it annoys me.

Quote

>You don't need "sprites", because any bog standard (or even several years old) PC will do it in hardware. You don't need latest and greatest - that was just an example of what modern hardware is like today - a 10 year old Voodoo would do it.

It's not a standard and some AGP cards do not support hardware sprites.  Regardless, the argument is to emulate sprites in systems that DO NOT support it in hardware.


Hardware sprites are a solution to a problem that doesn't exist anymore... Sprites were only useful in low memory, low bandwidth systems...

Quote

>But even if we restrict ourselves to a CPU solution, I don't see why this is not possible. The obvious example would be a software 3D renderer, which has to redraw the entire screen many times a second. That was being done a decade ago with Quake - now computers are doing things like real time raytracing!

See now why this is called a straw man's argument.


The Quake example gives was a perfect counter to your argument. This is shown clearly by your inability to refute it.

Quote

>>    Duh! Perhaps, I should put in Video Toaster in my machine and use that to my advantage as well and some other souped up attachment that only works on my Amiga.

>Okay, fine - and what will it be able to do better, compared with modern hardware?

Another straw man argument.  Never said I'm trying to beat out modern hardware;


Yes you did, you said modern hardware can't display 8 low res 4 colour Graphical Objects (i.e. Sprites) on screen and move them every screen refresh. But a 25 year old Computer system can. Your premis is wrong.

Quote

since you kept picking some 100GB graphics card, I started picking up some hardware which is nonstandard for Amigas.  I purposely picked OCS Amiga as an example not even AGA to stick with bare standard where you know exactly what is happening in a REAL-TIME set up.



Real Time in computer science simply means Achieving a task within a set time contraint. The task must complete by its deadline, or it has failed.

Also please learn to quote... it's not rocket science, yet somehow you don't seem to be able to achive this simple task.

Offline bloodline

  • Master Sock Abuser
  • Hero Member
  • *****
  • Join Date: Mar 2002
  • Posts: 12114
    • Show all replies
    • http://www.troubled-mind.com
Re: What are the advantages of the present/future Amiga?
« Reply #3 on: September 04, 2008, 02:27:02 PM »
Quote

Steril707 wrote:
I wonder if some people will only be happy, where we have one OS and one hardware running everything. We are nearly there, almost everything is running on x86 now, and we have mostly Windows, and the "Unix/BSD" derivative world (i am including linux and Mac OS X in this category as well, forgive me).


Well that is the basic idea, Make the Hardware/OS irelavent so that the applications become the most important factor...

I have no problem with a single CPU architecture (x64), and a single OS type (UNIX)... as long as there are different vendors developing and pushing their own brands... It makes perfect sense really. Technology always tends to a single point, because you can't change the laws of physics/economics/etc.

Look at aircraft design... we used to have plenty of strange and wonderful designs... now pretty much every fighter is a twin engined Canard Delta... All Air liners are virtually identical to look at...

Quote

I can accept that opinion, i just wonder why people like that AlexH or Piru) are on a forum like this...


Because they like Amigas?