Welcome, Guest. Please login or register.

Author Topic: What are the advantages of the present/future Amiga?  (Read 17469 times)

Description:

0 Members and 1 Guest are viewing this topic.

Offline amigaksi

  • Hero Member
  • *****
  • Join Date: Dec 2006
  • Posts: 827
    • Show only replies by amigaksi
    • http://www.krishnasoft.com
Re: What are the advantages of the present/future Amiga?
« Reply #89 from previous page: September 03, 2008, 06:48:46 AM »
>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.

>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.

>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.  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.

>>    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.

>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.

>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.

>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.  And some software/OS/drivers may shut down certain hardware features without you knowing it.  And there are more bugs in these software/OS/drivers than in OCS/ECS/AGA compatibility.  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.

>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):

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

>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.

>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.

>>    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; 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.

--------
Use PC peripherals with your amiga: http://www.mpdos.com
 

Offline bloodline

  • Master Sock Abuser
  • Hero Member
  • *****
  • Join Date: Mar 2002
  • Posts: 12114
    • Show only replies by bloodline
    • http://www.troubled-mind.com
Re: What are the advantages of the present/future Amiga?
« Reply #90 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 mdwh2

  • Hero Member
  • *****
  • Join Date: Jun 2002
  • Posts: 565
    • Show only replies by mdwh2
Re: What are the advantages of the present/future Amiga?
« Reply #91 on: September 03, 2008, 11:57:05 AM »
Quote

amigaksi wrote:
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.


That's 25 frames per second - which is no trouble on modern hardware. Or old hardware. Or even ancient hardware where you have to do it in the CPU.

Quote
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.
Again no problem - especially given that modern hardware (or even old hardware) is vastly faster than any Amiga CPU.

Quote
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.
They do not have "sprite" hardware, they do texture mapping in hardware. The CPU can do exactly the same functionality - albeit slower, though still way faster than any Amiga hardware ever could.

I don't see why "most PC systems" includes "utterly ancient systems" - and wasn't the issue talking about potential new Amiga hardware, in which case, you'd obviously pick some 3D hardware to go with it?

Quote
That's wrong. OCS banging works just fine for ECS/AGA as far as I have tried it and thus good for this argument.
It didn't work for many games...

Quote
On the contrary, you can't be sure the graphics cards will support certain hardware features that you may be relying on. And some software/OS/drivers may shut down certain hardware features without you knowing it.
Have you done 3D programming on modern hardware? Of course you can check for whether features are supported - not that it matters here, since simple texture mapping is standard on 3D hardware.

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

Quote
Hardware banging is allowed for by Commodore themselves in the Hardware reference manual as I already explained.
And what a poor decision that was - it left us stuck with aging Amiga custom hardware, unable to fully take advantage of newer graphics chipsets.

Quote
It's not a standard and some AGP cards do not support hardware sprites.
Which cards?

Quote
See now why this is called a straw man's argument.
No, I don't see, as the real time software rendering easily meets the 40ms requirement.
 

Offline persia

  • Hero Member
  • *****
  • Join Date: Sep 2006
  • Posts: 3753
    • Show only replies by persia
Re: What are the advantages of the present/future Amiga?
« Reply #92 on: September 03, 2008, 12:12:05 PM »
Well, with modern TVs at least the PAL versus NTSC question no longer exists, but do you really have an analogue video source?  I can't think of anything video I encounter nowadays that is analogue.  The Amiga Video Toaster really does only one thing that is hard to do in current technology, that is to insert characters in a live analogue video stream.  Everything else is far better and faster on a modern computer.  

I love the Amiga for it's retro feel but let's not delude ourselves, the world has come a long way in a decade and a half.
[SIGPIC][/SIGPIC]

What we\'re witnessing is the sad, lonely crowing of that last, doomed cock.
 

Offline bloodline

  • Master Sock Abuser
  • Hero Member
  • *****
  • Join Date: Mar 2002
  • Posts: 12114
    • Show only replies by bloodline
    • http://www.troubled-mind.com
Re: What are the advantages of the present/future Amiga?
« Reply #93 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 mdwh2

  • Hero Member
  • *****
  • Join Date: Jun 2002
  • Posts: 565
    • Show only replies by mdwh2
Re: What are the advantages of the present/future Amiga?
« Reply #94 on: September 04, 2008, 01:25:59 AM »
Quote

downix wrote:
See, here's the confusion.  Mac's might run Intel CPU's, but they are not IBM compatible, missing several key 8-bit components.  Hence why the Hypervisor mode to enable Windows to run, emulating the missing pieces.  But whenever anyone mentions an x86 Amiga, they figure on bog standard boards.  That will not work.  At the minimum we'd need a custom boot loader, Kickstart embedded in the mobo you could say.  
I see nothing in Piru's reply that implies porting to standard PCs - the question was about CPUs. I don't see why adding those things is hard - it's no harder than making your own custom motherboard with any other CPU.

The issue of making your own custom motherboards vs using other companies' motherboards can even apply to other CPUs (e.g., when BeOS wrote their OS to run on PowerMacs for a while). This issue shouldn't be confused with CPU choice.

So basically - yes, I agree that being a software only OS company and writing software to run on other people's hardware is a risk, but using x86 as a CPU whilst producing your own hardware is still an option, as Apple have shown.
 

Offline downix

  • Hero Member
  • *****
  • Join Date: Jan 2003
  • Posts: 1587
    • Show only replies by downix
    • http://www.applemonthly.com
Re: What are the advantages of the present/future Amiga?
« Reply #95 on: September 04, 2008, 02:12:32 AM »
Quote

mdwh2 wrote:
Quote

downix wrote:
See, here's the confusion.  Mac's might run Intel CPU's, but they are not IBM compatible, missing several key 8-bit components.  Hence why the Hypervisor mode to enable Windows to run, emulating the missing pieces.  But whenever anyone mentions an x86 Amiga, they figure on bog standard boards.  That will not work.  At the minimum we'd need a custom boot loader, Kickstart embedded in the mobo you could say.  
I see nothing in Piru's reply that implies porting to standard PCs - the question was about CPUs. I don't see why adding those things is hard - it's no harder than making your own custom motherboard with any other CPU.

The issue of making your own custom motherboards vs using other companies' motherboards can even apply to other CPUs (e.g., when BeOS wrote their OS to run on PowerMacs for a while). This issue shouldn't be confused with CPU choice.

So basically - yes, I agree that being a software only OS company and writing software to run on other people's hardware is a risk, but using x86 as a CPU whilst producing your own hardware is still an option, as Apple have shown.

Oh, I was not referring to Piru's comment in specific.  He has shown himself over the years being fully logical in his arguements even when he and I did not see eye to eye.  I am referring instead to the masses of others I've argued with that seem to feel that Intel is a gee-whiz-fix-it-all solution, giving uber-cheap everything by running on bog standard PC's.  

A proposal I made a few years back was this:  Find and test a specific lineup of motherboards, GFX cards, etc, and select a subset from that group.  Example, if it were me calling the shots, I would be picking the J&W series of AMD chipset motherboards, the 740G, 780G and 790FX based models.  That gives a great range of options, ranging from MiniITX to full sized workstation motherboards, and even offering up laptop options using.  You can even have pre-built systems and put our logo on it, from companies such as ASUS and MSI which operate as suppliers for 3rd party companies.

Still say a crying shame about Amithlon, the ideal base for such a platform.  Embed the kernel into the BIOS, (LinuxBIOS baby) along with the kickstart, and we'd be cooking with gas...
Try blazedmongers new Free Universal Computer kit, available with the GUI toolkit Your Own Universe, the popular IT edition, Extremely Reliable System for embedded work, Enhanced Database development and Wide Area Development system for telecommuting.
 

Offline persia

  • Hero Member
  • *****
  • Join Date: Sep 2006
  • Posts: 3753
    • Show only replies by persia
Re: What are the advantages of the present/future Amiga?
« Reply #96 on: September 04, 2008, 02:51:49 AM »
Surely if you go to all the trouble of converting to X86 you can get rid of Kickstart!  There's no point in a system rom image in this day and age.
[SIGPIC][/SIGPIC]

What we\'re witnessing is the sad, lonely crowing of that last, doomed cock.
 

Offline amigaksi

  • Hero Member
  • *****
  • Join Date: Dec 2006
  • Posts: 827
    • Show only replies by amigaksi
    • http://www.krishnasoft.com
Re: What are the advantages of the present/future Amiga?
« Reply #97 on: September 04, 2008, 03:53:52 AM »
I missed this post from you.

>by alexh on 2008/9/1 4:40:52

>But we were talking about from the USER perspective! (OS + applications). The discussion concerned "Was a MAC was really a MAC if it had an INTEL processor?"

Okay, user does not have to know specifics but in general so at least the user can buy the machine.  

>>    amigaksi wrote:
    But you see the point that some applications are not even possible without going directly to hardware registers; even my floppy simulator does not work if I go through Windows API.

>And you see the point that at the user level no-one cares! And if the OS designers and application programmers have done their jobs properly they do not even notice.

Okay, as above.

>>    amigaksi wrote:
    The defined bits are 100% backward compatible.

>True, but the softies never listened.. they never do. Why use extra cycles to mask off those reserved bits when you can just overwrite them and it doesn't do anything

Okay, but that does not change the fact that they can be used as backward compatible.  Personally, the only bugs I saw in running my OCS games on ECS/AGA were fastmem/chipmem allocation, calling older version OS routines and other stuff unrelated to the spec of OCS.  And going to the hardware will always be more efficient than going through an API especially in a real-time system where you need to estimate a worst case scenario.  And even if there were a few bugs in the chips, one can test the application easily on the OCS/ECS/AGA (and use it as per spec) whereas it would be harder to estimate the worst case for hundreds of graphics cards w/drivers and various versions of OSes especially since there's always some sort of list of bugs and due to some system-specific effects.  
  Of course, as far as Amiga sprites go they still won't function in software on modern graphics cards even with the overhead of Amiga API taken into account and even at 320*240 resolution.  Just tried it on NVIDIA GEFORCE 6100, but be my guest to try it on your system.

--------
Use PC peripherals with your amiga: http://www.mpdos.com
 

Offline downix

  • Hero Member
  • *****
  • Join Date: Jan 2003
  • Posts: 1587
    • Show only replies by downix
    • http://www.applemonthly.com
Re: What are the advantages of the present/future Amiga?
« Reply #98 on: September 04, 2008, 01:28:32 PM »
Quote

persia wrote:
Surely if you go to all the trouble of converting to X86 you can get rid of Kickstart!  There's no point in a system rom image in this day and age.

Absolutely untrue.  Infact, manufacturers (Dell + HP) are migrating TO an onboard OS.  Jump ahead of them and define the market now I say.
Try blazedmongers new Free Universal Computer kit, available with the GUI toolkit Your Own Universe, the popular IT edition, Extremely Reliable System for embedded work, Enhanced Database development and Wide Area Development system for telecommuting.
 

Offline Steril707

  • Jr. Member
  • **
  • Join Date: Sep 2007
  • Posts: 72
    • Show only replies by Steril707
Re: What are the advantages of the present/future Amiga?
« Reply #99 on: September 04, 2008, 02:15:23 PM »
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).

I can accept that opinion, i just wonder why people like that  are on a forum like this...
Check out my free Vectrex homebrews on http://www.borrmann.in  :-)
 

Offline bloodline

  • Master Sock Abuser
  • Hero Member
  • *****
  • Join Date: Mar 2002
  • Posts: 12114
    • Show only replies by bloodline
    • http://www.troubled-mind.com
Re: What are the advantages of the present/future Amiga?
« Reply #100 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?

Offline cicero790

  • Sr. Member
  • ****
  • Join Date: Mar 2008
  • Posts: 322
    • Show only replies by cicero790
Re: What are the advantages of the present/future Amiga?
« Reply #101 on: September 04, 2008, 02:51:26 PM »
I agree with you Bloodline and, sorry for the Mac joke you know I respect your vast knowledge and contributions to Amigandom.

G.d I wish Amiga will adapt and have a future.
Soon It will be down to the IP holder to change into an IP active user.

A1200 030 40MHz: 2/32MB Indivision AGA MkII
A600 7 MHz: 2MB
AROS 600 MHz
PC 13600 MHz: quad core i7 2600K 3.4GHz: 16GB RAM: ATI HD6950 2GB   (Yes I know)

WINUAE AmiKit ClassicWB AmigaSYS UAE4Droid  

 

Offline mdwh2

  • Hero Member
  • *****
  • Join Date: Jun 2002
  • Posts: 565
    • Show only replies by mdwh2
Re: What are the advantages of the present/future Amiga?
« Reply #102 on: September 04, 2008, 10:14:49 PM »
Quote

amigaksi wrote:
  Of course, as far as Amiga sprites go they still won't function in software on modern graphics cards even with the overhead of Amiga API taken into account and even at 320*240 resolution.  Just tried it on NVIDIA GEFORCE 6100, but be my guest to try it on your system.
Do you have a program (and preferably the source code too) for us to test? I'd be curious to see what you are trying to do, and maybe someone can see why it isn't working so well.
 

Offline sdyates

  • Hero Member
  • *****
  • Join Date: Jul 2006
  • Posts: 507
    • Show only replies by sdyates
    • http://VintageGameSite.com
Re: What are the advantages of the present/future Amiga?
« Reply #103 on: September 05, 2008, 12:24:25 AM »
I think Clone A type products have the best chance. Too much time has passed for much else unless someone donated a lot of time and money to create a machine. I really wonder how many people currently use an Amiga emulator or computer these days.
1 x A500, Hi-toro 4000 :)
1 iMac OSx, 1 Mac Mini
1 Wintel 03 svr

http://www.RetroGameAndComputer.com
http://www.BassFishing-Gurus.com
 

Offline DavidF215

  • Full Member
  • ***
  • Join Date: Aug 2002
  • Posts: 183
  • Country: us
  • Gender: Male
    • Show only replies by DavidF215
    • Cross Timbers Haven
Re: What are the advantages of the present/future Amiga?
« Reply #104 on: September 05, 2008, 02:19:51 AM »
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).

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


To me, an Amiga is my small A1200 with enough modernization for me to use it in my basic computing work. For me an Amiga is the slick Operating System, a small footprint which allowed quick boot times, the small case, and the ease of use. My Amiga allowed me to write papers for college classes and to play games while my college mates were trying to figure out how to get their PCs to work through modifying config.sys and autoexec.bat.

So for me it doesn't really matter what hardware is beneath AmigaOS so long as the system architecture design is highly efficient and it is designed to work with the OS for smooth, quick operation.
AmigaOS enthusiast since 1993.