Yes of course, but you cannot entirely mitigate the fact that you have to combine instructions in a RISC architecture (you have two thirds less than a 68k), this is especially true of ported software. Hatiqs initial data that a 12.5mhz 3D0= 25mhz 030 sounds correct. Your RISC nets you a x2 performance increase per clock cycle, with the rest lost during combiner operations.
It's hard to compare the actual machine architectures though. As I pointed out, the 3D0 has a DSP, FPU and twin co-pro's. A 25mhz Amiga will not match this.
The Amiga has bitplane problems, or a chunky convertion overhead.
The GBA is probably the purest CPU renderer, but hampered by a lack of ram.
Doom on an 030/50 will run at a higher resolution, but about the same frame rate as the GBA version, but the GBA version looks worse than it has to because they down rezed the textures, not the CPU's fault in this case. Still not comparing like with like, because the Amiga and GBA versions are optimised for their architectures. Probably as close as we will get though.
@Hattiq
Yes it's very elegant instruction set. That's probably why it's poised for domination
while having 1/3 the instructions it will not need to combine 3x as much. They were very careful in their instruction choice, and use of branch prediction.
Moto used to quote 1 MIPS standard, 2 MIPS peak at 8Mhz. I always thought they inflated their figures though. 1 MIPS sounds about right, given the Amiga never got the best out of a given processor. So .125DMIPS.
*edit* Iv'e posed the question "what's the render penalty for plain shaded polys VS gouraud VS textured on a CPU bound architecture?" over at 'the chaos engine' profesional game dev forum. Lots of 3D programmers over there, including some old Amiga guys. I reckon a textured poly is about 8x slower, but it's just a guess..