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      /  How fast is Quake 3 on your AmigaOne?
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salass00 
Re: How fast is Quake 3 on your AmigaOne?
Posted on 13-Jul-2006 10:59:43
#41 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@BinoX

Have you installed the latest OS update #4. I had this problem before with Heretic II demo but one of the OS updates fixed this (Radeon 7000).

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BinoX 
Re: How fast is Quake 3 on your AmigaOne?
Posted on 13-Jul-2006 11:05:33
#42 ]
Cult Member
Joined: 2-Nov-2005
Posts: 711
From: Cornwall, UK

@salass00

Yeah.. I'm usuing update 4... I didn't install heretic 2 until I had update 4.. heh

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Hammer 
Re: How fast is Quake 3 on your AmigaOne?
Posted on 13-Jul-2006 11:36:20
#43 ]
Elite Member
Joined: 9-Mar-2003
Posts: 5290
From: Australia

@Hans

Quote:
Yes but there are always system differences that get in the way. For example, a serial class for windows that I was using started to really crawl ( 0.5 seconds to send a 10 character string) once I switched to Visual Studio 2005 express. This was due to a difference in the way that Visual Studio handles BOOL -> bool conversions. After "porting" the class to VS2005, performance was back where is should be.

Typically, BOOL is an "int". It generates performance warnings in VC++ 7.1/VS .NET 2003) during BOOL-bool conversions.

Last edited by Hammer on 13-Jul-2006 at 11:52 AM.
Last edited by Hammer on 13-Jul-2006 at 11:51 AM.
Last edited by Hammer on 13-Jul-2006 at 11:49 AM.
Last edited by Hammer on 13-Jul-2006 at 11:46 AM.

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Hammer 
Re: How fast is Quake 3 on your AmigaOne?
Posted on 13-Jul-2006 12:10:53
#44 ]
Elite Member
Joined: 9-Mar-2003
Posts: 5290
From: Australia

@Hans

Quake 3 Arena 1.30+ is said to be optimized for PPC G4 (MacOS)…

Last edited by Hammer on 13-Jul-2006 at 12:12 PM.

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AmigaPapst 
Re: How fast is Quake 3 on your AmigaOne?
Posted on 24-Jan-2007 10:01:58
#45 ]
Cult Member
Joined: 2-Nov-2003
Posts: 635
From: Amigavatikan

With the same config and prefs i have 30 fps with the AmigaOS4 final.
2 frames more than with update4.

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pixie 
Re: How fast is Quake 3 on your AmigaOne?
Posted on 24-Jan-2007 12:27:16
#46 ]
Elite Member
Joined: 10-Mar-2003
Posts: 3129
From: Figueira da Foz - Portugal

@AmigaPapst

There's a good performance table @ppcnux

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EntilZha 
Re: How fast is Quake 3 on your AmigaOne?
Posted on 24-Jan-2007 15:01:50
#47 ]
OS4 Core Developer
Joined: 27-Aug-2003
Posts: 1679
From: The Jedi Academy, Yavin 4

@zErec

Quote:
When starting Q3 Arena I notice an uncorrect display of the mirror effect


It's a bug in the user cliplane code within MiniGL.

@itix

Yes, they use the same code, basically (at least the time critical code is the same, i.e. rendering etc).

The problem with 3d speed is two-fold:

For one, the screen switching takes an enormous amount of time, roughly 30-40 % of the time is taken up by screen switching alone (run the MiniGL gears demo, which will show you the time spent rendering the frame, and switching the buffers). On the Radeon, this is even worse if no interrupts are enabled.

The second problem is the non-existent integration of 3D and 2D drivers. One is always in the way of the other, so the 3D driver practically has to initialize for every frame it draws, adding to the overhead (around 40 % of the computing time are used in setup and cleanup operations).

As stated earlier, this is the reason why we didn't go for a full OpenGL support yet, since the effort would basically be wasted without a new graphics subsystem.

This will be addressed in later OS4.x versions.

As such, speed comparisons between MorphOS and AmigaOS are not really of much use, not to mention that comparisons would only be valid between them if they'd run on exactly the same hardware.

Edit: Oh, just realized how old this thread is

Last edited by EntilZha on 24-Jan-2007 at 03:03 PM.

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Hans 
Re: How fast is Quake 3 on your AmigaOne?
Posted on 24-Jan-2007 15:29:48
#48 ]
Elite Member
Joined: 27-Dec-2003
Posts: 5067
From: New Zealand

@EntilZha

Quote:

EntilZha wrote:
The problem with 3d speed is two-fold:

For one, the screen switching takes an enormous amount of time, roughly 30-40 % of the time is taken up by screen switching alone (run the MiniGL gears demo, which will show you the time spent rendering the frame, and switching the buffers). On the Radeon, this is even worse if no interrupts are enabled.

The second problem is the non-existent integration of 3D and 2D drivers. One is always in the way of the other, so the 3D driver practically has to initialize for every frame it draws, adding to the overhead (around 40 % of the computing time are used in setup and cleanup operations).

As stated earlier, this is the reason why we didn't go for a full OpenGL support yet, since the effort would basically be wasted without a new graphics subsystem.

This will be addressed in later OS4.x versions.


Do you mean that Picasso96 will be replaced, or will it be a rework of the internals? Also, any idea how long development of a new graphics subsystem will take? I'm asking because I use OpenGL and full OpenGL support is something that I'm waiting for. While I'm not counting on it coming any time soon, shader support and GLSL are important for the kind of stuff that I do.

Hans

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Rogue 
Re: How fast is Quake 3 on your AmigaOne?
Posted on 24-Jan-2007 15:42:58
#49 ]
OS4 Core Developer
Joined: 14-Jul-2003
Posts: 3999
From: Unknown

@Hans

The plan is to replace everything that is attached to "graphics". This includes the original graphics library, Picasso96, and everything else. The idea is to build a foundation that is based on Porter/Duff IC, and stupports native lowest-level OpenGL to allow the graphics foundation to make use of it for the IC, supports native multiheading, Xinerama-style multi-desktops, things like that.

It is unknown how long that will take. We will also need to build a compatibility system that can be used to run old apps. Currently we're in early planning for this.

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Hans 
Re: How fast is Quake 3 on your AmigaOne?
Posted on 24-Jan-2007 16:01:00
#50 ]
Elite Member
Joined: 27-Dec-2003
Posts: 5067
From: New Zealand

@Rogue

So you're ripping the old system out and providing a compatibility layer. Sounds like quite a task. But it will result in a much higher performance graphics system. Those overheads that EntilZha talked about sound really big. Guess I'll have to stick to development on PCs for now when it comes to graphics.

Hans

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nzv58l 
Re: How fast is Quake 3 on your AmigaOne?
Posted on 24-Jan-2007 21:10:23
#51 ]
Super Member
Joined: 7-Oct-2003
Posts: 1640
From: Michigan

My speed on Q3 is great once I am in the game, but it is horrible durring the disk access.

When it goes into the setup screen I have to wait for each action. Loading each item into the game takes about half a minute. On the PC it just flies through this stuff and you hardly notice.

I had a thought that it might be due to the no DMA problem. I have since loaded a Sil0680 card and it still seems slow. However, I have had a little problem with configuring it, so I am not sure if it is using DMA or not.

I have a SX with a G4 processor. I don't really care if it has a high frame rate. It plays smooth once things are loaded, but the disk access is a killer for me.

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NutsAboutAmiga 
Re: How fast is Quake 3 on your AmigaOne?
Posted on 25-Jan-2007 19:11:54
#52 ]
Elite Member
Joined: 9-Jun-2004
Posts: 12820
From: Norway

@Rogue

I think this bit odd what you’re saying because, I see there have been updates to Warp3D drivers, (don’t you think it’s better to spend time on OpenGL?)

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NutsAboutAmiga 
Re: How fast is Quake 3 on your AmigaOne?
Posted on 26-Feb-2007 17:01:15
#53 ]
Elite Member
Joined: 9-Jun-2004
Posts: 12820
From: Norway

@EntilZha

Quote:

The second problem is the non-existent integration of 3D and 2D drivers. One is always in the way of the other, so the 3D driver practically has to initialize for every frame it draws, adding to the overhead (around 40 % of the computing time are used in setup and cleanup operations).


So how much work do you think it is to rewrite code 3d driver to become a plug-in for the 2D driver? Hook interface of some sort?

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Deniil715 
Re: How fast is Quake 3 on your AmigaOne?
Posted on 29-Mar-2007 19:57:41
#54 ]
Elite Member
Joined: 14-May-2003
Posts: 4236
From: Sweden

@K-L

Quote:

I have not managed to make it work. I get either a DSI Error 800003 or a 800004 error or I get only a grey screen (even if I launch WarpView or GLQuake before, those two working perfectly).


Yes! Exactly the same happens to me too! How do they make it work??! Where are, and what does their configs look like?? No one knows.. Do they all have the retail version or do some play the demo..? It's a complete mystery that I seem completely unable to figure out. Either it doesn't start at all (this happens when I don't have "demota/default.cfg" created) or it crashes on startup in the R_FindShader() function

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