Welcome, Guest. Please login or register.

Author Topic: Optimising Doom for a GFX card  (Read 4650 times)

Description:

0 Members and 1 Guest are viewing this topic.

Offline Karlos

  • Sockologist
  • Global Moderator
  • Hero Member
  • *****
  • Join Date: Nov 2002
  • Posts: 16879
  • Country: gb
  • Thanked: 5 times
    • Show all replies
Re: Optimising Doom for a GFX card
« on: November 14, 2005, 10:35:23 PM »
The default orignial resolution for doom is only 320x200. Try using something close to that and it should fly.

I also remember 320x400 being qulte playable with doom attack on my 040/25MHz
int p; // A
 

Offline Karlos

  • Sockologist
  • Global Moderator
  • Hero Member
  • *****
  • Join Date: Nov 2002
  • Posts: 16879
  • Country: gb
  • Thanked: 5 times
    • Show all replies
Re: Optimising Doom for a GFX card
« Reply #1 on: November 15, 2005, 01:38:20 AM »
Hmm..

With DoomAttack I got better than 10fps on my 68040 320x200 in AGA. It was more like 15-20 at that resolution on the bvision.

Lots of things affect the speed, such as how the graphics card is accessed etc.
int p; // A
 

Offline Karlos

  • Sockologist
  • Global Moderator
  • Hero Member
  • *****
  • Join Date: Nov 2002
  • Posts: 16879
  • Country: gb
  • Thanked: 5 times
    • Show all replies
Re: Optimising Doom for a GFX card
« Reply #2 on: November 15, 2005, 08:35:32 PM »
Quote

MarkAshley wrote:
I would prefer to see a version which makes better use of P96. Surely this would give better performance?


How do you mean? Other than providing direct access to the framebuffer, which both CGX and P96 offer and all the ports seem to be able to take advantage of, what more can it do? The only other acceleration offered by the RTG is blitting and viewport scrolling, which don't apply to applications of this nature.
int p; // A
 

Offline Karlos

  • Sockologist
  • Global Moderator
  • Hero Member
  • *****
  • Join Date: Nov 2002
  • Posts: 16879
  • Country: gb
  • Thanked: 5 times
    • Show all replies
Re: Optimising Doom for a GFX card
« Reply #3 on: November 15, 2005, 08:41:48 PM »
Quote

MarkAshley wrote:
Fair enough, I don't really understand how these things work  :roll:  I guess it's slow despite the Voodoo because it's relatively processor intensive???


Definately at 640x480 it is yes ;-)

To put that in perspective, it isn't that fast at 640x480 on my 603e @ 240MHz (ADoomPPC)
int p; // A
 

Offline Karlos

  • Sockologist
  • Global Moderator
  • Hero Member
  • *****
  • Join Date: Nov 2002
  • Posts: 16879
  • Country: gb
  • Thanked: 5 times
    • Show all replies
Re: Optimising Doom for a GFX card
« Reply #4 on: November 15, 2005, 08:44:47 PM »
The best bet for a big speedup on your voodoo would be to try to port one of the GLDoom jobbies that have arisen since it went open source.
int p; // A
 

Offline Karlos

  • Sockologist
  • Global Moderator
  • Hero Member
  • *****
  • Join Date: Nov 2002
  • Posts: 16879
  • Country: gb
  • Thanked: 5 times
    • Show all replies
Re: Optimising Doom for a GFX card
« Reply #5 on: November 15, 2005, 10:13:57 PM »
Quote

MarkAshley wrote:
Quote

Karlos wrote:
The best bet for a big speedup on your voodoo would be to try to port one of the GLDoom jobbies that have arisen since it went open source.

Yeah, ok I'll get right on it  :-P

Anyone know if a port is in progress?


I don't know of any, but PC developers really pushed the old game with replacement engines like Doomsday. I expect their source is available but it might be a big job for people who aren't heavily into both amiga and win32 coding.
int p; // A