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Offline Hammer

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Re: PC still playing Amiga catchup
« Reply #1139 from previous page: June 20, 2009, 12:09:17 PM »
Quote from: Roondar;512457
This is quite interesting to read. Especially since financial reports of these companies suggest that the PC is trailing the consoles. Case in point, let's look at EA:

Total PC: 430
Total Consoles : 1,799
Total mobility (DS, PSP, etc): 572
The Xbox 360 alone makes EA more money ($589 million) than the PC ;)
(All in millions of $, from page 103 of their financial statement for 2008, http://investors.ea.com/annuals.cfm)

The same story is found for most of the bigger publishers.

BTW, I'm not saying the the PC market isn't bigger (even though that report you referred to is being sneaky in including online revenue on the PC side and not doing so for the consoles - even though Xbox live, PSN etc make quite a lot of money). But it's also much more crowded and so harder to make money in for bigger parties.

The key part of PC gaming’s growth is in Asia.
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Offline Hammer

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Re: PC still playing Amiga catchup
« Reply #1140 on: June 20, 2009, 12:13:31 PM »
Quote from: Roondar;512458

I suppose that EDGE was just a joke then and they don't actually use OpenGL after all?

Refer to RSX's LibCGM.

Quote from: Roondar;512458

You are taking PR talk from the CEO and pretending it's fact. This is not wise ;)


http://www.crunchgear.com/2009/06/10/valve-wont-develop-for-ps3-because-its-too-hard/

"Valve won’t develop for PS3 because it’s too hard".




http://news.softpedia.com/news/It-039-s-Very-Hard-To-Program-on-the-PlayStation-3-Says-Wheelman-Dev-107298.shtml

"We've heard Square Enix and Capcom, two local Japanese companies, complain about the problems they encountered when creating something for Sony's console, as opposed to the Xbox 360, which handles much better, and which, in Capcom's case, was the key to the Western market, in which Microsoft's console is more popular due to its lower price tag.

Recently, the executive producer for Wheelman, Shaun Himmerick, talked about the challenges the game he supervised encountered when it was brought to the PS3 from the Xbox 360 and PC platforms. He put it quite bluntly though, and stated that developing for the Japanese console was a real pain and you really needed to know what you were doing."


http://www.businessinsider.com/game-developer-rips-ps3-as-difficult-to-work-with-2009-2
But Midway Games (MWY) veteran Shaun Himmerick is less sanguine. In an interview with ThisXboxLife.com, Shaun says coding for the PS3 is "a huge pain in the ass.""



http://www.videogamer.com/news/exclusive_ea_explains_no_ps3_red_alert_3.html
EA says it's "tough to develop" for PS3.

He said: "We actually announced a PS3 version early on but that was when we were still doing a lot of technical exploration of the architecture. PS3 is a very powerful system but as you guys know it's very exotic and tough to develop for and our engine really at the time wasn't designed for PS3."
« Last Edit: June 20, 2009, 12:23:52 PM by Hammer »
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Offline amigaksi

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Re: PC still playing Amiga catchup
« Reply #1141 on: June 20, 2009, 12:17:39 PM »
Quote from: Roondar;512446
This one line does not negate my post somehow you know. If you have a point regarding what I wrote, please make it instead of writing something that only adresses a single line of text in there and totally ignores the rest.
...

Because the rest of your message was already dealt with before.  Don't get that much time to look-up references back in the same thread given size of thread.  You may be confusing games polling analog joysticks during only VBIs or such but joystick ports are read any time without requiring any interrupts or VBIs.  There are many programs on 8-bit (on Atari) that just have a main loop that reads the joystick and sets appropriate graphical elements or flags.  From the BASIC source codes I have on Amiga, they also don't use any VBIs to read joystick ports.

>For a joystick port, the only 'problem' facing programmer is to read out the joystick fast enough a human can't notice you did so. The old 8 bit computers where slow, but the programmers of the time managed to fix this 'problem' by reading the state of the joystick at between 20-60Hz. This was more than plenty for people, it looked as if the ship/ninja-dude/thing-on-a-spring/whatever reacted directly instead of with a delay (exceptions here being due to slow animations, not slow joystick reading).

The argument given before was that you can sample audio at lower rate like 11Khz and it may appear the same as 22Khz but there is a difference of accuracy of some frequency components.  And the other example given before was that of MP3 audio which distorts certain samples to get higher lossy compression ratios but sounds basically same as linear audio.  You can't prove just by looks-- you have to take into account whether reading at those higher rates ACTUALLY improves accuracy of input.

>This means that polling a joystick at a rate of 20ms or faster is quite ok. You don't actually need it to be any faster and I'm 100% certain that programmers (being I know how they think as I a) am one and b) observed the works of the 8-bit crowds) only do what is needed and no more: they poll the joystick state once every frame. Not two times, not ten times. And definitely not at 1 KHz, which would be an utter waste of resources.

The question is not what you can get away with but what is more accurate.  It's not a waste if you have that time available; if processor is idle-- mine as well let the main loop run as fast as possible.  

>Now, had you written this about mice you actually may have had a point. But then, we do have PC mice that track at 1KHz. Notice that these mice are USB based and no one seems to have lag issues with them.

If you examine technical description of 8-bit machines, you will find that even C64/Ataris had a FAST polling mode for their potentiometer readings-- fast pot scan which scanned in the potentiometers within 2 TV scanlines which translates to 15.75Khz/2 polling capability.  So whatever the purpose, it was there in the hardware.
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Offline amigaksi

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Re: PC still playing Amiga catchup
« Reply #1142 on: June 20, 2009, 12:19:18 PM »
Quote from: Hammer;512448
PC-DOS 1.0

"It booted flawlessly on a 3.00GHz PIV."

Refer to http://vetusware.com/download/PC-DOS%201.00/?id=4356


That's what I figured-- processors are backward compatible so DOS should work but OS purposely is not allowing older 16-bit applications not to run.  Another case of APIs/high level stuff limiting what the hardware is capable of.
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Offline Roondar

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Re: PC still playing Amiga catchup
« Reply #1143 on: June 20, 2009, 12:19:33 PM »
Quote from: Hammer;512459
The key part of PC gaming’s growth is in Asia.


Which doesn't change that the PC gaming alliance is not actually making more money than the 'combined console consortium' (the PDF itself says the PC market is about 30% of the whole), despite having many more manufacturers, a bigger market presence and having a growing market (Asia) behind them.
 

Offline Roondar

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Re: PC still playing Amiga catchup
« Reply #1144 on: June 20, 2009, 12:21:59 PM »
Quote from: Hammer;512460
Refer to RSX's LibCGM.



http://www.crunchgear.com/2009/06/10/valve-wont-develop-for-ps3-because-its-too-hard/

"Valve won’t develop for PS3 because it’s too hard".




http://news.softpedia.com/news/It-039-s-Very-Hard-To-Program-on-the-PlayStation-3-Says-Wheelman-Dev-107298.shtml

"We've heard Square Enix and Capcom, two local Japanese companies, complain about the problems they encountered when creating something for Sony's console, as opposed to the Xbox 360, which handles much better, and which, in Capcom's case, was the key to the Western market, in which Microsoft's console is more popular due to its lower price tag.

Recently, the executive producer for Wheelman, Shaun Himmerick, talked about the challenges the game he supervised encountered when it was brought to the PS3 from the Xbox 360 and PC platforms. He put it quite bluntly though, and stated that developing for the Japanese console was a real pain and you really needed to know what you were doing."


http://www.businessinsider.com/game-developer-rips-ps3-as-difficult-to-work-with-2009-2
But Midway Games (MWY) veteran Shaun Himmerick is less sanguine. In an interview with ThisXboxLife.com, Shaun says coding for the PS3 is "a huge pain in the ass.""


I didn't say it wasn't hard to program. I said that Sony is trying to make it better and that they are using standard API's.
 

Offline amigaksi

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Re: PC still playing Amiga catchup
« Reply #1145 on: June 20, 2009, 12:55:15 PM »
Quote from: smerf;512412
Hi,

@Amigaksi,

You made the statement:

"There's good reason for it. Most computer companies used digital joysticks while PCs went for analog ones. Amiga also has analog interface as well, but people purposely chose digital joysticks."

Now I just found one of my old Amiga joysticks that don't work, I opened it up and it seems like it has a couple pieces of copper in there that act like springs and open and close like a switch, maybe you could explain how when these springs touch that I get a digital signal out of it, I am really confused and maybe you can help me figure out what went wrong with my joystick, I tried hooking up a VOM to it and it doesn't even move when I press the joystick, I looked for a digital signal comming out when I closed the good copper pieces, but my friend who owns it says that now signal is comming out of this joystick, and that it is totally useless and broke. Maybe you can help me out in troubleshooting this joystick.

smerf


I know there's a common problem with joysticks where the wire going into the connector goes bad so even if joystick is fine, you need to replace the wire.
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Offline Roondar

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Re: PC still playing Amiga catchup
« Reply #1146 on: June 20, 2009, 12:59:40 PM »
Quote from: amigaksi;512461
Because the rest of your message was already dealt with before.  Don't get that much time to look-up references back in the same thread given size of thread.  You may be confusing games polling analog joysticks during only VBIs or such but joystick ports are read any time without requiring any interrupts or VBIs.  There are many programs on 8-bit (on Atari) that just have a main loop that reads the joystick and sets appropriate graphical elements or flags.  From the BASIC source codes I have on Amiga, they also don't use any VBIs to read joystick ports.


I did not say they used a VBI interrupt to read the joystick port. I said they polled it once per main loop. And I also stated that this main loop will run once per frame.

Anyway, C64 games do it exactly as I describe and no one ever commented about C64 games being less accurate to control than Atari 8 bit ones. Ever. On top of that I seriously doubt that 8 bit Atari games have a main loop that runs faster than once a frame.

Furthermore.... Amiga basic programs!?
Sigh. Amiga basic is dead slow. You are not seriously telling me you think these games update their main loop more than once per frame?

Quote

>For a joystick port, the only 'problem' facing programmer is to read out the joystick fast enough a human can't notice you did so. The old 8 bit computers where slow, but the programmers of the time managed to fix this 'problem' by reading the state of the joystick at between 20-60Hz. This was more than plenty for people, it looked as if the ship/ninja-dude/thing-on-a-spring/whatever reacted directly instead of with a delay (exceptions here being due to slow animations, not slow joystick reading).

The argument given before was that you can sample audio at lower rate like 11Khz and it may appear the same as 22Khz but there is a difference of accuracy of some frequency components.  And the other example given before was that of MP3 audio which distorts certain samples to get higher lossy compression ratios but sounds basically same as linear audio.  You can't prove just by looks-- you have to take into account whether reading at those higher rates ACTUALLY improves accuracy of input.


This is not relevant, because the games don't actually do it. And no one seems to notice.

Quote

>This means that polling a joystick at a rate of 20ms or faster is quite ok. You don't actually need it to be any faster and I'm 100% certain that programmers (being I know how they think as I a) am one and b) observed the works of the 8-bit crowds) only do what is needed and no more: they poll the joystick state once every frame. Not two times, not ten times. And definitely not at 1 KHz, which would be an utter waste of resources.

The question is not what you can get away with but what is more accurate.  It's not a waste if you have that time available; if processor is idle-- mine as well let the main loop run as fast as possible.


8 Bit CPU's did not have the time available. They ran their game loops once a frame.

Humans cannot react much faster than 200 or so ms. This means any input polling above twice that rate (100 ms) is not needed because this will perfectly reproduce the original input (per http://en.wikipedia.org/wiki/Sampling_theorem). Polling at 50Hz is polling at 20ms, which is ten times the desired frequency, meaning you beat the Nyquist–Shannon sampling theorem by a factor of five allready.

So, 50Hz polling will get you a perfect reproduction of what a human can input*. Which means sampling joystick input at 1Khz is an utter waste of resources.

*) Note that this is only true for digital joysticks. Analog input devices are another matter.
Quote

>Now, had you written this about mice you actually may have had a point. But then, we do have PC mice that track at 1KHz. Notice that these mice are USB based and no one seems to have lag issues with them.

If you examine technical description of 8-bit machines, you will find that even C64/Ataris had a FAST polling mode for their potentiometer readings-- fast pot scan which scanned in the potentiometers within 2 TV scanlines which translates to 15.75Khz/2 polling capability.  So whatever the purpose, it was there in the hardware.


And how many 8 bit machines had enough CPU power and memory to both read at that rate and actually do something with the results?

What really happened is that they read the results at a set frequency and interpolate the result based on the prior reading. Now, I did not do much with paddles and the like, but I'm willing to bet I already know at what frequency games such as breakout/arkanoid are sampling the analog input.
 

Offline Hammer

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Re: PC still playing Amiga catchup
« Reply #1147 on: June 20, 2009, 01:05:53 PM »
Quote from: amigaksi;512462

That's what I figured-- processors are backward compatible so DOS should work but OS purposely is not allowing older 16-bit applications not to run.  

Constant switching between 16bit and 32bit modes introduces performance penalties.

Quote from: amigaksi;512462

Another case of APIs/high level stuff limiting what the hardware is capable of.

Another case of your lack knowledge on how modern X86 processors work.
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Offline Hammer

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Re: PC still playing Amiga catchup
« Reply #1148 on: June 20, 2009, 01:11:35 PM »
Quote from: Roondar;512463
Which doesn't change that the PC gaming alliance is not actually making more money than the 'combined console consortium' (the PDF itself says the PC market is about 30% of the whole), despite having many more manufacturers, a bigger market presence and having a growing market (Asia) behind them.


From this PDF, http://www.pcgamingalliance.org/imwp/download.asp?ContentID=15559

"The PC is the largest single platform for games with annual worldwide revenue of about $11 billion. This is more than any of the console and portable systems from Sony, Microsoft and Nintendo."
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Offline Roondar

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Re: PC still playing Amiga catchup
« Reply #1149 on: June 20, 2009, 01:13:19 PM »
Quote from: Hammer;512483
From this PDF, http://www.pcgamingalliance.org/imwp/download.asp?ContentID=15559

"The PC is the largest single platform for games with annual worldwide revenue of about $11 billion. This is more than any of the console and portable systems from Sony, Microsoft and Nintendo."

My comments come from the same PDF. The console market as a whole is much bigger than the PC one.
 

Offline Hammer

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Re: PC still playing Amiga catchup
« Reply #1150 on: June 20, 2009, 01:20:11 PM »
Quote from: Roondar;512464
I didn't say it wasn't hard to program. I said that Sony is trying to make it better and that they are using standard API's.

It's either thin-layer LibCGM or PSGL (OpenGL ES 1.0 (OpenGL ES 2.0 compliant except for the use of Cg instead of GLSL).
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Offline amigaksi

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Re: PC still playing Amiga catchup
« Reply #1151 on: June 20, 2009, 01:42:36 PM »
Quote from: Hammer;512481
Constant switching between 16bit and 32bit modes introduces performance penalties.
...

Hah.  They allow 16-bit applications to run fine under 32-bit versions of Vista but not 64-bit versions.  There's no constant switching going on.  Processor supports it but Vista 64-bit won't allow 16-bit applications.  

>Another case of your lack knowledge on how modern X86 processors work.

No, processor is fine.  It's another case of a big bully (Microsoft) trying to control things and make decisions for the rest of the world.
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Offline Hammer

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Re: PC still playing Amiga catchup
« Reply #1152 on: June 20, 2009, 01:43:14 PM »
Quote from: Roondar;512485
My comments come from the same PDF. The console market as a whole is much bigger than the PC one.

Like Wii, Xbox 360, PS3, the PC is just like any other gaming platform.
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Offline Hammer

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Re: PC still playing Amiga catchup
« Reply #1153 on: June 20, 2009, 01:55:47 PM »
Quote from: amigaksi;512489

Hah.  They allow 16-bit applications to run fine under 32-bit versions of Vista but not 64-bit versions.

If you run a 16bit Windows userland program, it runs within a layer called Windows On Windows (WoW). WoW supports applications using the Win16 API and relies on NTVDM (NT Virtual DOS Machine). "Applications running in virtual 8086 mode generate a trap with the use of instructions that involve input/output (I/O), which can negatively impact performance".


Try running Stunt Car Racer DOS or EA's 688 Attack Sub DOS on Vista.



Quote from: amigaksi;512489

 There's no constant switching going on.  Processor supports it but Vista 64-bit won't allow 16-bit applications.  



The AMD64 processor in Long Mode doesn't support Real and Virtual 8086 modes.

Legacy support is best run in Microsoft’s VirtualPC, VMWARE, SUN’s VirtualBox, DosBox(software emulator for DOS/Win16 games) and 'etc'.

I prefer SUN's VirtualBox i.e. USB2.0 support.
« Last Edit: June 20, 2009, 02:10:45 PM by Hammer »
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Offline amigaksi

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Re: PC still playing Amiga catchup
« Reply #1154 on: June 20, 2009, 02:08:20 PM »
Quote from: Hammer;512493
If you run a 16bit Windows userland program, it runs within a layer called Windows On Windows (WoW). WoW supports applications using the Win16 API and relies on NTVDM (NT Virtual DOS Machine).

Try running Stunt Car Racer DOS or EA's 688 Attack Sub DOS on Vista.




The AMD64 processor in Long Mode doesn't support Real and Virtual 8086 modes.

Legacy support is best run in Microsoft’s VirtualPC, VMWARE, SUN’s VirtualBox, DosBox(software emulator for DOS/Win16 games) and 'etc'.


So I have to run a 16-bit emulator under Vista-64 to run 16-bit applications although processor supports it in hardware.  It's better to boot into Vista-32.  Are those applications like VirtualPC using processor hardware or doing a software emulation of 16-bit application?
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