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Author Topic: Amiga 1200 with 2mb RAM vs SuperFX chip and Starfox/Starwing?  (Read 4936 times)

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Offline psxphill

Quote from: Amiga_Nut;758665
The Amiga bogs down on large polygons which is why Zeewolf is so swift and why on Elite they used the blitter's fill operation I think it is.

The blitter fill on the A1200 is pretty much the same speed as on the A500. It just has more bandwidth, so it can blit and display more colours and run from chip ram at the same time.
 
Ideally you'd be able to plug in different rendering engines, AMOS3D is probably not the way to go though.
 

Offline psxphill

Re: Amiga 1200 with 2mb RAM vs SuperFX chip and Starfox/Starwing?
« Reply #1 on: September 23, 2017, 07:37:16 AM »
Quote from: Amiga_Nut;830932
I read the general figure is about 20,000 polygons per second (so divide by 60) you get around 333 or so.

Those polygon counts are as dodgy as the diesel car tests.

The super fx is a 10mhz cpu and everything is software rendered. So you can easily write a test program that pushes 20,0000 polygons that wouldn't be practical for a game.

Unless they specify what they are doing with the polygon and how big it is then you can't tell if they timed drawing 20,000 polygons so far away that they were only 1 pixel.

The later superfx games clocked the chip at 20mhz & I online there is a suggestion that the 20,000 polygon figure is for that.

Certainly Star Fox doesn't look like it's got 20,000 polygon, I think the game runs at 15fps, which means you should see over a thousand polygons on screen. From memory Guardian looked pretty much as good, but neither of them really had the game play. Robocop 3 had a similar issue.

It would be great to see a 3d game written for un-accelerated a500/a1200 using sub pixel techniques etc https://www.youtube.com/watch?v=f4a7rxGL7b0 I've always wondered if you could use HAM for it's original intended function of fast line fills. It would limit colour selection as you'd need one of the r/g/b channels to be constant, as there isn't a NOP pixel. What you save on fill rate, you may end up losing in managing where all the polygons intersect. But with all the work going on in c64 demos, I always find the amiga scene a bit lacking.
« Last Edit: September 23, 2017, 07:45:36 AM by psxphill »