So how are these people who don't optimize their code a fault of the system design?
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You are presuming in this topic that I declared the PC sucks because it has bloated code, but I never stated that.
>Congratulations. How did this ever pass off as a valid argument when you wrote it down? I can make you a 1 GB hello world example to compile, that's how much PC:s suck!
Again, just going by default compiler settings. Not purposely done. Many people don't bother figuring out what is dead code and how to eliminate it so you end up with EXEs that take up megabytes of memory. Never said PC sucks because it's full of applications that have tons of dead code or redundant code.
>That's totally besides the point. Weren't we discussing
program size in relation to speed? Because MPEG files are not programs, and a smaller program doesn't mean a faster program.
The example I gave of animations running from floppy, the size of the data files and exes combined mattered. If they weren't compressed and code highly optimized, the frame rate speed would suffer.
>That's true for most 1k intros (which are often tightly tied to the features of a specific GPU), but I have some great looking 256 byte intros (that often use standard VGA software rendering) and 64k (which work on most graphics cards) that run on anything I throw them at. Now show me a demo that runs on any "standard" amiga without modification i e WHDLoad.
Many boot block intros I have seen don't rely on any WHDLoad. If you write OCS software, it works on all Amigas. You show me a demo that uses the audio card; they are all nonstandard. Here's I wrote my own boot block control code that allows me to control the Amiga from a PC:
http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&ssPageName=STRK:MESELX:IT&item=320379502506I answered the rest of your message already elsewhere.
>But yeah, go ahead, show me a game that uses and benefits from that high joystick sampling. Most Amiga games, I'm sure, don't sample more than a couple of times per redraw.
I wasn't going by "most". Just like the audio example I gave. One Khz is based on actual recorded joystick data from River-raid as I already mentioned.
>Confused? That makes two of us, then. Yes, you do need pretty tight timing to transfer data at 5 GB/s, and the latency is lower than ever with USB (not that latency was ever an inherent problem with USB pads and sticks).
You can't time a bit to appear to a device at an exact point in time unless you take over the hardware and have the exact spec of the controller. But then you mine as well plug the usb card into an Amiga and do the same. And this has nothing to do with joystick I/O.
>...of years there will be more users of USB 3.0 enabled PC:s than there were ever Amiga users.
Sorry, I don't argue about nonexistent products. If you don't have a joystick port, it's not my problem. Maybe the spec will get dropped and replaced with a different one.
Joystick I/O was a bonus to the joystick interface; first you need to pick the joystick port before talking about I/O. If you switch ports, I'll start talking about the expansion connector.