>by mdwh2 on 2008/9/6 10:44:23
>>...Just tried it on NVIDIA GEFORCE 6100, but be my guest to try it on your system.
>> Why don't you just do some random search and get a URL like:
http://en.wikipedia.org/wiki/Amiga_4000 and "PROVE" that there are no sprites on the Amiga 4000 (or similar system) to argue about. Instead the Amiga 4000 has 48-bit color, 256 Hardware audio channels, ...
>I can't see what that has to do with what I wrote?
Just warning you not to quote some random article on web like you did previously as I will accept deductive logic, something I can experiment on, and/or legitimate company document from Intel/Microsoft/etc.
>> I tested it with a software sprite engine contained within the Gita CDROM produced by our company (see our website) which has been thoroughly optimized and allows you to select Windows API method of rendering imagery or by writing directly to the video card hardware and also lets you select various VESA modes where supported.
>Do you have any of:
>* A description of what it is you are trying to achieve?
Yes, software sprites on a PC at better or equal speed than Amiga 1000 OCS machine. I spelled it out exactly by stating 30 sprites across the screen in 40 microseconds.
>* A link to the software you are running?
http://www.krishnasoft.com/krsna.htm. This software contains the software sprite engine I am using. It allows up to 256 software sprites w/priority settings and if you run it on your system and then go to preferences, it will give you the frame rate.
>* Along with source code?
Well, I gave you the Rep MOVSD example already. All I was doing was copying a buffer and it can't achieve the 30 sprites in the 40 microsecond timing limit. I am not even considering collision detection, priority settings, transparency, etc.
>> You can use about 30 Amiga hardware sprites to cover up almost the entire screen using about 40 microseconds of CPU time. There's no way you can stamp sprites on a background image (320*240 or 640*400) and send the data to the video card in 40 microseconds or less. You'll be counting in milliseconds.
>As we've said, the existence of 3D software renderers (which are far more complex than just pasting 2D images) running on PCs over a decade ago at >25FPS shows this claim to be false. Unless we have misunderstood you claim, which is why I asked you above to explain what it is you are after.
Well, whoever that "we" refers to, they have misunderstood. 25 fps is only 40 MILLIseconds not 40 MICROseconds. You may need to go back and edit your replies. I am not interested in the frame rate, I am interested in meeting or exceeding the Amiga sprite speed.