Your support is needed and is appreciated as Amigaworld.net is primarily dependent upon the support of its users.
|
|
|
|
Poster | Thread | Heimdall
|  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 17-Feb-2025 11:25:29
| | [ #61 ] |
| |
 |
Regular Member  |
Joined: 20-Jan-2025 Posts: 103
From: North Dakota | | |
|
| @MagicSN
I'm still barely catching up to the replies on the first page of this thread
Quote:
MagicSN wrote:
For a developer on the other hand it is sort of upside-down in some parts. OS4 has much better debugging possibilities, and much more libraries supported. I have projects I just cannot do (or where I need to jump through a lot of hoops) on OS3.x. That's why I usually start on the OS4 version first, even if it is one of the smaller markets (also, I like OS 4 ^^).
| I finally (!) looked up OS4 on wiki and all kinds of things clicked in my brain There's a lot of good stuff there ! Oooh, la la 
The HW there is a no-brainer. I don't know how much of that is still being used in 2025, probably not a lot. But now that I realized that I'll have to finance this and next year on my own anyway, I can just focus on coding whatever the hell I want anyway, regardless of whether there's one and half or maybe even three and half people using that platform  Freedom 
Also, implementing PowerPC backend for my high-level Assembler (Higgs) is most definitely less work than C2P+LOD+3D Modelling required to support 030-060. And even after all that work it'd be still questionable whether it could support myself coding full-time - so why bother ?
After reading through the PowerPC assembler PDF, I'm super excited about writing a PPC603e compiler backend for my Higgs assembler. I'll very happily finance that kind of project myself 
And, as I found out 2 weeks ago, implementing Warp3D/Wazp support, shouldn't really take more than 2 weeks, which I can do easily during the several short 2 week breaks in the summer season. Most likely Warp3D driver on PiStorm will be done some time this year, so I have motivation to focus on that path.
Maybe next January I can finance 6-8 weeks of 030-060 support, but that's a year away, so I'll revisit that thought process around October... |
| Status: Offline |
| | Heimdall
|  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 17-Feb-2025 11:48:52
| | [ #62 ] |
| |
 |
Regular Member  |
Joined: 20-Jan-2025 Posts: 103
From: North Dakota | | |
|
| Quote:
MagicSN wrote:
Basically it is an exe which through message ports shares out the memory address of a function implemented in C, and then other program can accept this memory address and call the code found there.
Of course as you use a non-standard programming language if I understood it right, no idea if you can call this (usually the library would be called through a linker library for C/C++, which is basically offering
- Function to open the library - function to close it - function to request the address of specific functions
|
My Higgs has a command DeclareFunction fnName ([ parameter list ]), so that wouldn't be a problem, per se. Also, since Higgs is a vasm source file (that's the whole point of Higgs - it has to be an actual assembler source file), I can always just directly write jsr _FunctionOffset (a6)
Quote:
MagicSN wrote:
The sound function work the way that you basically have a function to load and play a sample in a range of format, and mixing is done automatically by the system, you do not have to implement mixing yourselves. For lowend systems of course only WAV Files make sense, all other soundformats are too slow unless you have really low sample frequencies. | I meant to ask about that, actually. Are you using SDL for audio functionality across all HW/OS targets ? I'm currently just playing WAV files directly, as Vampire has lots of RAM anyway.
While on Jaguar I implemented a DSP-based audio mixer in RISC assembly, I was hoping to avoid that low-level interrupt-driven code on Amiga (it certainly isn't required for Vampires or WinUAE targets). |
| Status: Offline |
| | CosmosUnivers
|  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 17-Feb-2025 12:18:41
| | [ #63 ] |
| |
 |
Regular Member  |
Joined: 20-Sep-2007 Posts: 113
From: Unknown | | |
|
| @All
Why the quiet powerful next generation 040/060 failed to continue the fairy tale compared to the old one 000/020/030 ?
000/020/030 had a much better success than the 040/060, you are all agree with that...
For me, it's because all 040/060 accelerator cards were incomplete : really, loading from HD the 68040.library or the 68060.library for getting a fully working CPU is totally crazy (only the BlizzardPPC had these libs in firmware, but missing the RTG system for the BVision !!!)
When you sell incomplete card, you will get incomplete success, and miss a lot of sales...
The Amiga 68k really need a good accelerator 030/040/060, if you want to do something useful, create a good one, you will sell ten thousand for sure... And then a lot of coders will come for developping softwares...
Arm emulation is too fake, no one (or very few) will want to spend many months to make a game or a demo, coders wanna the real CPUs...
|
| Status: Offline |
| | MagicSN
|  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 17-Feb-2025 13:15:25
| | [ #64 ] |
| |
 |
Hyperion  |
Joined: 10-Mar-2003 Posts: 784
From: Unknown | | |
|
| @Heimdall
>I finally (!) looked up OS4 on wiki and all kinds of things clicked in my brain There's a lot of good >stuff there ! Oooh, la la
>The HW there is a no-brainer. I don't know how much of that is still being used in 2025, probably not >a lot. But now that I realized that I'll have to finance this and next year on my own anyway, I can just >focus on coding whatever the hell I want anyway, regardless of whether there's one and half or >maybe even three and half people using that platform >Freedom
Yes, there are not that many users. The OS4 game with best sales I got still below 200 copies sold. Another reason why I always support both ways, OS4 and 68k.
BTW there is a second way how you can try out OS4 - there is a software called QEmu, which you can run on a PC or Mac, which emulates a PowerPC and runs OS4. Of course it is not the same, but then no need to buy an expensive AmigaOne.
OS4 on PC/Mac hardware has a few disadvantages:
- Unless you give it an own partition, it will be slow if your Amiga HD is bigger than 2 GB (it uses file image then) - It does not have 3D Hardware support (Appearently in works) - It of course does not feel the same, if you run it like an emulator - transferring files is a bit annoying, you basically go through ftp or Samba
On my 12th generation i7 system I get similar speed like with an AmigaOne x1000 with QEmu (and I can have OS4 on a Laptop this way ^^). Speed comparision with Heretic 2 OS4 in 640x480 software renderer (of course if I run it with 3D HW Renderer on the x1000 I get more than twice the fps rate than on QEmu with software renderer). Wazp3D is not really fast enough on QEmu, BTW (maybe on a i9 ?)
MagicSN
|
| Status: Offline |
| | MagicSN
|  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 17-Feb-2025 13:25:50
| | [ #65 ] |
| |
 |
Hyperion  |
Joined: 10-Mar-2003 Posts: 784
From: Unknown | | |
|
| @Heimdall
>My Higgs has a command DeclareFunction fnName ([ parameter list ]), so that wouldn't be a >problem, per se. >Also, since Higgs is a vasm source file (that's the whole point of Higgs - it has to be an actual >assembler source file), I can always just directly write jsr _FunctionOffset (a6)
I see. Anyways, the whole lib is OpenSource, so if you have some way to link in C Code you are fine.
>I meant to ask about that, actually. Are you using SDL for audio functionality across all HW/OS >targets ?
Yes, I do, and optimized as best as possible (no multithreading stuff etc all pretty simplified). The mixing function is done to be small. If you use all samples same frequency and channel number it will be faster, as then it does not convert samples "on the fly" but skips the conversion step (in my game ports I do it that way, keep all samples at same frequency and channel number - for a PowerPC system the on-the-fly conversion is probably no issue, but for some lower 68k systems it would be, in Gorky 17 I at the start had conversion in, and if music and speech sample were active at the same time on some systems this could cause jerkyness - once I removed the on-the-fly conversion no jerkyness anymore - the algorithm notices itselves if on-the-fly conversion is needed or not).
>While on Jaguar I implemented a DSP-based audio mixer in RISC assembly, I was hoping to >avoid that low-level interrupt-driven code on Amiga (it certainly isn't required for Vampires or >WinUAE targets).
My library has an api like that:
void *sound1 = MSS_LoadSample("Sample1.wav"); void *sound2 = MSS_LoadSample("Sample2.wav"); MSS_Play(sound1,1.0,1.0,true,false); MSS_Play(sound2,1.0,1.0,true,false);
Already takes care of the mixing then.
Best regards, Steffen
|
| Status: Offline |
| | MagicSN
|  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 17-Feb-2025 13:30:08
| | [ #66 ] |
| |
 |
Hyperion  |
Joined: 10-Mar-2003 Posts: 784
From: Unknown | | |
|
| @CosmosUnivers
For the end user if the 040/060 lib is loaded from firmware or HD is really irrelevant (assuming the installer is good).
And the big issue 030/040/060 have is performance.
>Arm emulation is too fake, no one (or very few) will want to spend many months to make a game or >a demo, coders wanna the real CPUs...
Nothing "fake" there, you do not really notice. You see an A1200 in front of you. Try it out before commenting. And what is so different to using a PowerUP Card for example ? Nothing really (only the PowerUP Cards also could run native code for the PPC).
Best regards, Steffen |
| Status: Offline |
| | CosmosUnivers
|  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 17-Feb-2025 14:33:01
| | [ #67 ] |
| |
 |
Regular Member  |
Joined: 20-Sep-2007 Posts: 113
From: Unknown | | |
|
| @MagicSN
Quote:
MagicSN wrote: For the end user if the 040/060 lib is loaded from firmware or HD is really irrelevant (assuming the installer is good).
Nothing "fake" there, you do not really notice. You see an A1200 in front of you. Try it out before commenting. And what is so different to using a PowerUP Card for example ? Nothing really (only the PowerUP Cards also could run native code for the PPC)
|
The A500 had a big success because all the stuff were in rom. Was NOT the case with 040/060 accelerators...
PPC will never get Amiga come back. Arm emulation will never get Amiga 68k come back.
Heart of Amiga is only true 68k. All the others hardware are only waste of time... |
| Status: Offline |
| | MagicSN
|  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 17-Feb-2025 15:23:02
| | [ #68 ] |
| |
 |
Hyperion  |
Joined: 10-Mar-2003 Posts: 784
From: Unknown | | |
|
| @CosmosUnivers
>The A500 had a big success because all the stuff were in rom. Was NOT the case with 040/060 >accelerators...
The A500 had a big success because it was a great system. Stuff in ROM was unrelated to it.
>PPC will never get Amiga come back. Arm emulation will never get Amiga 68k come back.
>Heart of Amiga is only true 68k. All the others hardware are only waste of time...
Everybody's own decision what system he likes. I stopped liking barebone system in the 90's of last century...
Again - try out a PiStorm system (or an x1000/x5000) - you will be amazed.
The day I got my AmigaOne 800 MHz and finished the transfer of data from my poor old A4000 (which was partially broken, you never knew if you managed to switch it on again once you switched it off, sometimes it took me 1h to get it on) I switched off the A4000 one final time, never to look back again. Asides from "not broken" the more modern system and that OS4 just is much nicer had to do with it.
On 68k my fav system would be AmiKit (It's no OS4, but the closest you can get as to the "feel" on 68k), after that a heavily modified OS3.2.2.1 (on my PiStorm system).
And NO system whether 68k or PPC or whatever will bring back the Amiga to the level it was in the 80s.
Myselves I try to support everything (one of my next games will run on 40 MHz 68040 + AGA systems as minimum spec - though it will run at higher res on a OS4 system or PiStorm or Vampire).
MagicSN
|
| Status: Offline |
| | Hammer
 |  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 18-Feb-2025 0:55:11
| | [ #69 ] |
| |
 |
Elite Member  |
Joined: 9-Mar-2003 Posts: 6336
From: Australia | | |
|
| @CosmosUnivers
Quote:
The A500 had a big success because all the stuff were in rom. Was NOT the case with 040/060 accelerators... |
The majority of A500 games kick the OS into a single-task game like a game console.
A500 had big success due to value vs performance and mainstream 2D game performance results.
Amithlon had "we don't care about games" - Bernd Meyer. The problem, Amiga is not a Mac.
CISC CPUs like 68000 to 68030 are heavily microcoded hence why 68K instructions are executed in several clock cycles on a simple CPU core which is akin to PiStorm-Emu68's translating 68K into ARMv8.
68040 is the first hard-wired 68K implementation with close to 1 instruction per clock most cases for integer instructions. 80486 is the X86 hardwired implementation counterpart. 68000 is not fully hardwired 68K implementation when compared to 68040.
68060 has a hardwired CISC decoder to RISC in a similar approach as AMD K5 (29K RISC core variant) or K6 (RISC86).
If AMD was managing 68K ISA, it would have been DEC Alpha EV6-influenced K7 Athlon with multiple hardwired CISC decoders to RISCy core into Ghz clock speeds a long time ago.
AMD K12 recycles Zen 1-to-3 R&D for ARMv8 clone implementation for Nintendo Switch contract bid. https://www.notebookcheck.net/Zen-architecture-pioneer-Jim-Keller-feels-AMD-was-stupid-to-cancel-the-K12-Core-ARM-processor.629843.0.html
According to Jim, he had designed CPU plans up to the Zen 3 generation, which means Zen 4 and later were designed by a new team at AMD. Jim's plan with the K12 was to work on a new decode unit since the cache and execution unit design for ARM and x86 were almost similar, but AMD had other plans after he left. This included diversifying Zen across desktop, HEDT, laptop, server, embedded, and semi-custom platforms such as the Xbox Series X/S and the PlayStation 5.
68000 is heavily microcode on a simple 1970s-era CPU core with 16-bit ALU hardware.
You haven't asked the question of why 68K instructions weren't 1 instruction per clock on 68000 to 68030.
Quote:
Was NOT the case with 040/060 accelerators... |
68040 and 68060 need special support software for trapping missing 68K instructions since it's missing the on-package firmware microcode engine.
PiStorm-Emu68's soft 68040 translates all 68K instructions with exceptions for 68K MMU and FP80 (broken for Shapeshifter FPU with MacOS 8.1 FPU).
Last edited by Hammer on 18-Feb-2025 at 02:14 AM. Last edited by Hammer on 18-Feb-2025 at 01:59 AM. Last edited by Hammer on 18-Feb-2025 at 01:50 AM. Last edited by Hammer on 18-Feb-2025 at 01:23 AM.
_________________ Amiga 1200 (rev 1D1, KS 3.2, PiStorm32/RPi CM4/Emu68) Amiga 500 (rev 6A, ECS, KS 3.2, PiStorm/RPi 4B/Emu68) Ryzen 9 7950X, DDR5-6000 64 GB RAM, GeForce RTX 4080 16 GB |
| Status: Offline |
| | Hammer
 |  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 18-Feb-2025 1:12:27
| | [ #70 ] |
| |
 |
Elite Member  |
Joined: 9-Mar-2003 Posts: 6336
From: Australia | | |
|
| @MagicSN
Quote:
On my 12th generation i7 system I get similar speed like with an AmigaOne x1000 with QEmu (and I can have OS4 on a Laptop this way ^^). Speed comparision with Heretic 2 OS4 in 640x480 software renderer (of course if I run it with 3D HW Renderer on the x1000 I get more than twice the fps rate than on QEmu with software renderer). Wazp3D is not really fast enough on QEmu, BTW (maybe on a i9 ?)
|
WinUAE 5.1's AmigaOS 4.1 FE PPC with 3DFX Voodoo 3 can run Wipeout 2097 e.g. https://youtu.be/4IpYDj6qnWc?
PS4 emulator ShadPS4 has GCN 2.0 GpGPU translation for the host PC GPU.
https://www.youtube.com/watch?v=iFaSilZw7Zs ShadPS4's Bloodborne PS4 running on SteamDeck on Vulkan RDNA 2 8CU with good performance. ShadPS4 is open source.
ShadPS4 works by consuming PS4 GPU's low-level commands (called PM4 packets) into Vulkan. It's possible to fake GCN 2.0 for the host PC GPU._________________ Amiga 1200 (rev 1D1, KS 3.2, PiStorm32/RPi CM4/Emu68) Amiga 500 (rev 6A, ECS, KS 3.2, PiStorm/RPi 4B/Emu68) Ryzen 9 7950X, DDR5-6000 64 GB RAM, GeForce RTX 4080 16 GB |
| Status: Offline |
| | MagicSN
|  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 18-Feb-2025 6:33:45
| | [ #71 ] |
| |
 |
Hyperion  |
Joined: 10-Mar-2003 Posts: 784
From: Unknown | | |
|
| @Hammer
I used software rendering in my example so a comparison with QEmu is possible. In case of uae if the 3d hw stuff is set up (Myselves i never got this running with uae) Of course it could be compared on 3d hw. Comparison values would be 100 fps on 1920x1080 on x1000 (RadeonHD) and 180 fps on x5000 (RadeonRX). These are timedemo values.
H2 68k includes a MiniGL renderer which could be used for testing. Last edited by MagicSN on 18-Feb-2025 at 06:34 AM.
|
| Status: Offline |
| | jPV
|  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 18-Feb-2025 14:25:12
| | [ #72 ] |
| |
 |
Cult Member  |
Joined: 11-Apr-2005 Posts: 834
From: .fi | | |
|
| @CosmosUnivers
Quote:
CosmosUnivers wrote: @All
Why the quiet powerful next generation 040/060 failed to continue the fairy tale compared to the old one 000/020/030 ?
|
Price and availability.
I don't know anyone who wouldn't like to swap their 030 accelerators to 060 accelerators, but the price was steep and availability of 060 CPUs got worse at later days. I have one 060 and couple 030 ones, and I'd upgrade the slower ones any day at reasonable price.
Gamers mostly settled to 030 because they were common and affordable (at some point you got them under 100e as used), and they were enough for older games. But if 060 accelerators hadn't been so expensive, most would have wanted them to be able to play more demanding games, and more games would have appeared if the userbase would have been bigger. Only hardcore demosceners judged the price of 060 to be worth it, because 060 became the de-facto standard in demoscene since 1998 or so, but that didn't make them common enough for casual users.
So money issue back in the day, and availability issue later.
_________________ - The wiki based MorphOS Library - Your starting point for MorphOS - Software made by jPV^RNO |
| Status: Offline |
| | MagicSN
|  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 18-Feb-2025 15:19:51
| | [ #73 ] |
| |
 |
Hyperion  |
Joined: 10-Mar-2003 Posts: 784
From: Unknown | | |
|
| @jPV
More games would not have appeared even with better sale of 060 accelerators. The games companies always operated like "It has to run on the default system". Actually even when talking about a licence in recent years I had to explain to a PC company that I was *not* talking about an unexpanded A1200 despite it being the "default system done by Commodore" 
OpenSource stuff or homebrew stuff and half-professional stuff of course would have profited from larger availability of 060. |
| Status: Offline |
| | OneTimer1
|  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 18-Feb-2025 21:44:59
| | [ #74 ] |
| |
 |
Super Member  |
Joined: 3-Aug-2015 Posts: 1176
From: Germany | | |
|
| @Heimdall
Quote:
Heimdall wrote:
It's a SW rasterizer using RTG (CGX). I'm only using RTG to get pointer to the FrameBuffer (no drawing via RTG). It's inspired by StunRunner, so it's a fast-paced racer, but it has a lot of RPG features and rouge-like replayability (as that's what I like).
All code is 100% written by me in Asm (Higgs), I'm not using any external library (only OS libraries). Initially, I got some CGX video mode code sample from Gunnar, but I rewrote that initialization code long time ago, as I needed to have some console output in case it fails on end user's HW.
Since the only HW I have at home is Vampire V4SA, it's running at 24-bit - which is the primary reason for C2P on 040/060, as I imagine there's very few systems that have some RTG board with 24bit support.
Looks, like the forum doesn't link the imgur screenshots. Here's the links: https://imgur.com/eTyjAf5 https://imgur.com/LPiFzl1 https://imgur.com/Ovk1fy8
It took me a looong time to create that 3D mesh of main ship. It's 546 triangles. That's unreasonably high for 030. The 24-bit shading is not the only codepath, I have both 8-bit and 16-bit (RGB: 5-6-5) codepaths from Jaguar.
|
If your libraries cam support different resolutions and color depths you will have the possibility to support more hardware (320x200x8 ... 1024x768x24) it all depends on the level of abstraction you GFX engine does provide (f.e. world coordinates in floating point).
If it works on a 040 with 15fps you will have enough resources left for later optimization. I'm not so much the assembler fan because it will bind you to one platform, but you can still decide to do uncritical elements in a high level language like 'C' for faster development.
If you are alone on your project, keep it small, you can still publish expansions later. |
| Status: Offline |
| | Hammer
 |  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 19-Feb-2025 5:20:20
| | [ #75 ] |
| |
 |
Elite Member  |
Joined: 9-Mar-2003 Posts: 6336
From: Australia | | |
|
| @jPV
Quote:
Price and availability.
I don't know anyone who wouldn't like to swap their 030 accelerators to 060 accelerators, but the price was steep and availability of 060 CPUs got worse at later days. I have one 060 and couple 030 ones, and I'd upgrade the slower ones any day at reasonable price.
Gamers mostly settled to 030 because they were common and affordable (at some point you got them under 100e as used), and they were enough for older games. But if 060 accelerators hadn't been so expensive, most would have wanted them to be able to play more demanding games, and more games would have appeared if the userbase would have been bigger. Only hardcore demosceners judged the price of 060 to be worth it, because 060 became the de-facto standard in demoscene since 1998 or so, but that didn't make them common enough for casual users.
|
For AGA, 060 accelerators would be mostly bound by the A1200 install base, and Phase 5 couldn't expand the Amiga AGA install base since they don't build them i.e. no A1200 clones second source insurance.
A4000's install base is only a tiny few 10,000 scale.
OCS/ECS A2000's install base is several few 100,000 scale.
A500 majority wouldn't be able to join 256 color graphics until Vampire RTG and PiStorm-Emu68 RTG.
Minority A600's PCMCIA wasn't able to exploit PCMCIA PC graphics cards due to missing RTG drivers, hence it's Vampire RTG and PiStorm600-Emu68 RTG.
CD32's PiStorm32 or Vampire 1200 via A1200 adapter https://x.com/Claude1079/status/1804510422046773263 https://x.com/edu_arana/status/1234521840384708608
_________________ Amiga 1200 (rev 1D1, KS 3.2, PiStorm32/RPi CM4/Emu68) Amiga 500 (rev 6A, ECS, KS 3.2, PiStorm/RPi 4B/Emu68) Ryzen 9 7950X, DDR5-6000 64 GB RAM, GeForce RTX 4080 16 GB |
| Status: Offline |
| | Hammer
 |  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 19-Feb-2025 5:57:22
| | [ #76 ] |
| |
 |
Elite Member  |
Joined: 9-Mar-2003 Posts: 6336
From: Australia | | |
|
| @MagicSN
Quote:
I used software rendering in my example so a comparison with QEmu is possible. In case of uae if the 3d hw stuff is set up (Myselves i never got this running with uae) Of course it could be compared on 3d hw. Comparison values would be 100 fps on 1920x1080 on x1000 (RadeonHD) and 180 fps on x5000 (RadeonRX). These are timedemo values.
|
My WinUAE 5.3.1's AmigaOS 4.1 FE Update 2 PPC setup
A4000T, Chip RAM: 4MB, Phase5 CyberStorm PPC with 128 MB Fast RAM, Z3 Fast RAM: 1 GB,
DCE GREX PCI bus board,
3DFX Voodoo 3 PCI 16MB (Direct VRAM access in little-endian modes, BIOS: V3_3000_PCI_SG_2.15.11_LC).
Startup Sequence C:BootLoader COMMANDLINE "AllowBasepageAccess GREX NORAMPAGER"
I haven't tested WinUAE's CyberVision (Premedia 2) emulation and video RAM is limited to 8 MB. I have H2 demo and Quake 3 68K for testing.
Quote:
More games would not have appeared even with better sale of 060 accelerators. The games companies always operated like "It has to run on the default system". Actually even when talking about a licence in recent years I had to explain to a PC company that I was *not* talking about an unexpanded A1200 despite it being the "default system done by Commodore"
|
There's better statistic visibility with the PC platform since the majority of Intel X86 CPU/SoC sales are for the PC.
A typical modern Intel RaptorLake / Meteor Lake SoC from Y2024 unit sales includes a DX12U feature capable IGP. The same for AMD's mobile Zen 4 SoCs with RDNA 3-based IGP from 2024.
Steam survey helps with PC hardware statistics.
Mainstream market intelligence has PC desktop/laptop and PC GPU annual unit sales statistics.
Statistics from 3rd party Amiga accelerators are usually hidden. Commodore is known to publish unit sales numbers. Commodore wasn't supplying 3rd party CPU accelerated Amiga statistics.
For SNES, the SuperFX accelerator is backed by the platform vendor i.e. Nintendo.
Without valid market intelligence, any game design has a higher risk beyond the stock hardware spec level.
Last edited by Hammer on 20-Feb-2025 at 12:37 AM. Last edited by Hammer on 20-Feb-2025 at 12:32 AM. Last edited by Hammer on 19-Feb-2025 at 06:34 AM. Last edited by Hammer on 19-Feb-2025 at 06:29 AM.
_________________ Amiga 1200 (rev 1D1, KS 3.2, PiStorm32/RPi CM4/Emu68) Amiga 500 (rev 6A, ECS, KS 3.2, PiStorm/RPi 4B/Emu68) Ryzen 9 7950X, DDR5-6000 64 GB RAM, GeForce RTX 4080 16 GB |
| Status: Offline |
| | OneTimer1
|  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 20-Feb-2025 22:17:06
| | [ #77 ] |
| |
 |
Super Member  |
Joined: 3-Aug-2015 Posts: 1176
From: Germany | | |
|
| @Heimdall
I like your screenshots, back in 1995 we had the last wave of Amiga games that would have used RTG + Fast 68k CPUs and there where only a fraction of the Amiga users around.
You can judge the numbers of active users by taking a look to download numbers, some games have version optimized for dedicated HW and you can judge how many people where downloading them.
The patch for Shadow_3rd_Moon_1.5.lha has gotten only 802 downloads, Nemac4 only 702 downloads since 1996, some nice free RPGs have even worse numbers, people don't even download them for free.
I would suggest you try and get your game somehow playable, make it fast before you lose interest and try to sell(?) it on a budget. Post videos in YT and give away demos for free. If you find enough people with interest you can still sell an enhanced version with more levels, gimmicks, GFX and everything.
Last edited by OneTimer1 on 20-Feb-2025 at 10:27 PM.
|
| Status: Offline |
| | Hammer
 |  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 20-Feb-2025 22:41:50
| | [ #78 ] |
| |
 |
Elite Member  |
Joined: 9-Mar-2003 Posts: 6336
From: Australia | | |
|
| @OneTimer1
The NemacIV demo was on a magazine cover disk and works on my A3000/030-25. Like A4000, A3000's production range is the 10,000 range.
https://archive.org/details/amiga-computing-magazine-097 Amiga Computing magazine March 1996 edition with Nemac IV demo. This was before I fully switched to a PC platform via Pentium 166-based PC and sold the A3000 to a small TV studio.
Amiga Computing magazine's March 1996 edition has 27,971 circulation. Last edited by Hammer on 20-Feb-2025 at 10:51 PM. Last edited by Hammer on 20-Feb-2025 at 10:47 PM.
_________________ Amiga 1200 (rev 1D1, KS 3.2, PiStorm32/RPi CM4/Emu68) Amiga 500 (rev 6A, ECS, KS 3.2, PiStorm/RPi 4B/Emu68) Ryzen 9 7950X, DDR5-6000 64 GB RAM, GeForce RTX 4080 16 GB |
| Status: Offline |
| | bhabbott
|  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 21-Feb-2025 1:41:40
| | [ #79 ] |
| |
 |
Cult Member  |
Joined: 6-Jun-2018 Posts: 537
From: Aotearoa | | |
|
| @Hammer
Quote:
Hammer wrote:
The NemacIV demo was on a magazine cover disk and works on my A3000/030-25. Like A4000, A3000's production range is the 10,000 range. |
This thread is about 040 and 060. Most A4000-040's were used for 'serious' applications, not games.
OneTimer1's info is useful because it shows how many people with those systems wanted to play those games. Having tried both I suspect the number who enjoyed them was much less.
The problem with Amiga 3D games wasn't a lack of users with suitable hardware, it was that the games themselves sucked. Most PC 3D games of that era sucked too, but there were enough good ones to make the genre worthwhile.
People don't realize the amount of talent and hard work that goes into making a good game. Take Doom for example. If they had stuck to the original design specs it would have sucked. Development of Doom Quote:
John Carmack was working on an improved 3D game engine... and the team wanted to have their next game take advantage of his designs... The initial months of development were spent building prototypes, while Hall created the Doom Bible, a design document for his vision of the game and its story; after id released a grandiose press release touting features that the team had not yet begun working on, the Doom Bible was rejected in favor of a plotless game with no design document at all.
Over the next six months, Hall designed levels based on real military bases, Romero built features, and artists Adrian Carmack and Cloud created textures and demons based on clay models they built. Hall's level designs, however, were deemed uninteresting and Romero began designing his own levels...
Hall was replaced in September, ten weeks before Doom was released, by game designer Sandy Petersen, despite misgivings over his relatively high age of 37 compared to the other early-20s employees and his religious background. Petersen later recalled that John Carmack and Romero wanted to hire other artists instead, but Cloud and Adrian disagreed, saying that a designer was required to help build a cohesive gameplay experience. They relented and Petersen was hired. The team also added a third programmer, Dave Taylor. Romero directed Petersen to revise Hall's levels with as many changes as he saw fit in order to meet his guidelines for what made for interesting levels...
while the Doom world was still a variation on a flat plane, in that two traversable areas could not be on top of each other, it could have walls and floors at any angle or height, allowing greater level design variety... Romero used the map editing tool he developed to build grandiose areas with these new possibilities, and came up with new ways to use Carmack's lighting engine such as strobe lights. He also programmed engine features such as switches and movable stairs and platforms...
Doom's original release date was the third quarter of 1993, which the team did not meet. By December 1993, the team was working non-stop, with several employees sleeping at the office... At midnight on Friday, December 10, 1993, after working for 30 straight hours testing the game, the team uploaded the first episode to the internet |
Last edited by bhabbott on 21-Feb-2025 at 01:42 AM.
|
| Status: Offline |
| | Kronos
|  |
Re: Market Size For New Games requiring 68040+ (060, 080) Posted on 21-Feb-2025 13:51:16
| | [ #80 ] |
| |
 |
Elite Member  |
Joined: 8-Mar-2003 Posts: 2749
From: Unknown | | |
|
| @CosmosUnivers
Quote:
The A500 had a big success because all the stuff were in rom. |
The Amiga had all the stuff in ROM as an default HD was deemed to expensive and loading the full OS from floppy would have been way to slow.
It was a success because: - it had the C= badge - it offered good valueLast edited by Kronos on 21-Feb-2025 at 02:03 PM.
_________________ - We don't need good ideas, we haven't run out on bad ones yet - blame Canada |
| Status: Offline |
| |
|
|
|
[ home ][ about us ][ privacy ]
[ forums ][ classifieds ]
[ links ][ news archive ]
[ link to us ][ user account ]
|