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| General chat about Amiga topics This forum is for conversations which are specifically "Amiga" related, but don't fit into other categories. Contents of this forum do appear on the main page, unlike Talk About. If a subject appears to be non-related, it will be moved to Talk About. |
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#586 | ||||||||
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Cult Member
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Join Date: Dec 2006
Location: Edison, NJ
Posts: 827
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I don't see any reason why hardware could not be extended with 256 palette registers using different locations rather than overloading the same 32 registers.
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#587 | |||||||||
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Cult Member
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Join Date: Dec 2006
Location: Edison, NJ
Posts: 827
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Quote:
>Your original claim was that the Amiga was superior due to an alledged ability to detect button presses faster then a PC. Your only "evidence" to that effect has been torn to shreds. So yes, as it stands, your hypothesis is as yet unproven. You have since then tried to move the argument to API vs hardware banging. No, the joystick argument is over-- Amiga won hands down; it can't be torn to shreds until people stop selling gameport based joysticks and 99% of the people adopt nonexistent USB 3.0. List of my points is given in post #275. Now we are talking which has better implementation of hardware for real-time tasks. Amiga has API and hardware level compatibility. PCs have moved away from that since early 90s are going toward the inferior solely API-based method. >You have not shown that DirectX/OpenGL/OpenCL/Cuda/X are flawed. That was not my argument, but there are bugs since they are up to version 10.0 DirectX or something around that number. >Nor have you shown proof that having API's reduce people's creativity either btw. Creativity is limited by the choices you have. If you have a C64 and want to use colors, your creativity to paint a picture is limited by 16 colors from palette of 16. If you have an Amiga and want to use colors, you can paint the C64 pictures as well as make pictures not doable on C64. Similarly, having just API is restrictive but having both API and hardware level compatibility opens up a lot more possibilities. >No, it might be marginally slower in some ways, however, going the hardware banging route is slow as well - in terms of development for starters, not to mention the very real issue you have completely dodged with regard making sure that multiple programs interact in a friendly way without them. I never said APIs should be removed and only hardware level programming should be done. But having that option gives you more possibilities with the machine. >And I see you dodged the question on what commonly used desktop program could not be made in an OS friendly fashion. I wonder why that was ![]() I gave you a better answer than 3. If you just want three, my floppy simulation is IMPOSSIBLE to do with API calls; I have this DOS program that does echo effects on DMAd data going to audio card in real-time-- that would be affected using API calls. I have a joystick recorder which would have problems if it relied only API calls. |
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#588 | ||||||||
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Cult Member
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Join Date: Dec 2006
Location: Edison, NJ
Posts: 827
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Amiga seems tons of games that go directly to hardware and still have a multitasking OS. It's wonderful that some systems allow you to take over the hardware and use all of it for your application-- you really get to use what you paid for and it works in general not just for your Amiga.
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#589 | |||||||||
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Cult Member
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Join Date: Dec 2006
Location: Edison, NJ
Posts: 827
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Quote:
>2) Any loss of processor cycles involved in going down the API route is more than made up for in the fact that systems employing API access to devices tend to be running on CPU's orders of magnitude faster than the 68K. >Cycle for cycle, direct hardware access wins, but when your API is running on a machine that can execute billions of instructions per second, worrying about a function call that might execute a few dozen instructions to get the job done is quite simply nothing short of laughable. Thanks-- some people can't even accept that direct hardware access wins everytime. The point about processors being much faster is fine, but I/O instructions haven't sped up like processors have. |
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#590 | ||||||||
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Cult Member
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Join Date: Dec 2006
Location: Edison, NJ
Posts: 827
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Suppose you want to use mode 640*480*16 paletted mode and read palette register #3 and swap with palette register #15. I can do that with a few IN/OUTs using standard VGA registers or doing MOVE.Ws to $DFF186/$DFF19E on Amiga or a few LDA/STA on 8-bit computers. Let's see your API calls to do that. Since you seem to be pretty up to date with all the latest video cards and hype of APIs and video cards are frequently updated and are using best possible technology-- let's see how efficient their APIs are.
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#591 | ||||||||
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Cult Member
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Join Date: Dec 2006
Location: Edison, NJ
Posts: 827
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If you boot DOS in REAL mode and directly access sound blaster registers, there are no TSRs running nor anything else and your IOPL=0 so nothing is trapping your using the ports. If such an application works, you know it's hardware compatible with Soundblaster.
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#592 | |||||||||
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Cult Member
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Join Date: Dec 2006
Location: Edison, NJ
Posts: 827
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Quote:
Tweaking is unrelated to using hardware registers. |
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#593 | ||||||||
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Defender of the Faith
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Join Date: May 2009
Location: Sydney Australia
Posts: 1,064
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Windows XP seems to relinquish resources on my 512MB (don't ask why it is so low, also notice I used the big B as in Byte) laptop, allowing me to play The Sims 2. No complaint there.
In fact Windows XP seems very well behaved at most things. The complaints usually come from 3rd party items, a) Crapping files all over the place and 'not' cleaning them up at uninstall. b) Accessing the hard drive at random times or not efficiently resulting in a 'slow down'. I could also complain about Media Player and IE, but I'm not forced to use them. |
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#594 | |||||||||||||||
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Desperately needs a life
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Quote:
The hardware of today is so different to the hardware of the XT that to maintain "hardware compatability" would be utterly pointless, in many cases the hardware functions have been completely replaced by other technologies. You cannot say that given that you made no effort to test that the data you were recieving wasn't infact signal noise, indeed your "proof" was and is as it stands utter garbage. You were given a solution that would test it one way or the other. I have yet to see you put your hypothesis to an actual test yet. Simply repeating "it's better" over and over does not make it so. Quote:
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Your claim (and that's all it is, as you provided no evidence to support your suposition) that it's better is meaningless. Untill you can provide real world data to show that APIs slow down feedback to such an extent that there is a noticeable lag between what you do and what happens on screen AND prove that it's not down to sloppy game engine coding, it will remain a baseless claim. (and that's ignoring the whole issue of having to provide custom support for hundreds, if not thousands different controllers and many different interfaces etc etc) Quote:
Secondly with regard to your alledged DOS program, prove that a modern day OS using an OS friendly program that allowed for realtime effects couldn't do as well if not better. I mean real proof.
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Blessed Be, Alan Fisher - the_leander Last edited by the_leander; 06-13-2009 at 01:32 AM.. |
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#595 | |||||||||
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Desperately needs a life
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You are failing (actually, I suspect wilfully ignoring) the fact that to access even a large subset of the full capability of for instance a modern GPU in a reasonable timeframe the only way to do it is with an API. Also, I/O has improved a great deal in computing. The only remaining bottleneck is optical and hard drives, with the latter being slowly overtaken by SSD's that are an order of magnitude faster.
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Blessed Be, Alan Fisher - the_leander |
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#596 | ||||||||
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Defender of the Faith
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Join Date: May 2009
Location: Sydney Australia
Posts: 1,064
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![]() Hi Wayne, I think it is time to lock the thread. Them mushrooms will be sprouting anytime now. [Takes iodine pill] |
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#597 | |||||||||
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Technoid
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Join Date: Feb 2008
Posts: 209
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Quote:
You want to do C64 like graphics (looking in the PAST), you can, sure. But what about 3D ? Yes, you can be creative and want to do some nice beautiful 3D... You want to do real-time HD raytracing on the PC, fine. You want to render crysis like graphics, fine. You want to do something like that on the Amiga. You cannot. No matter you use an API or hardware banging code,... You simply cannot. Because the PC took over the Amiga since years. And there's no way it will change. The PC wins. Over. Next thread... |
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#598 | |||||||||
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Sockologist
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It's true that there are bugs in all versions of DX, like there are in any software (and hardware), but this isn't the reason it's up to V10. It's up to V10 due to the inclusion of more and more features. You only have to look at the featureset of a typical DX10 game compared to one that'll work on DX3 to know that
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OCA This isn't SCSI... This is SATA!!! I have CDO. It's like OCD except all the letters are in ascending order. The way they should be. Core2 Quad Q9450 2.66GHz / X48T / 4GB DDR3 / nVidia GTX275 / Linux x64, AROS, Win64 A1XE 800MHz / 512MB / Radeon 9200 / OS4.1 A1200T BPPC 240MHz / 256MB / Permedia 2 / OS 3.1 - OS3.9, OS4 A1200T Apollo 1240 28MHz / 32MB / Mediator1200 / Voodoo 3000 / OS3.9 A1200D Apollo 1240 25MHz (ejector seat ROM edition) / 32MB |
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#599 | |||||||||
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Too much caffeine
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Join Date: Aug 2006
Posts: 100
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Quote:
Also, the reason for different versions of Direct X is again partly related to a need to NOT be fully backwards compatible, as its too complicated and actually reduces efficiency in the API. Often a newer version will remove older functions, because if you for example coding for Direct X 10 there are more efficient ways to do things and than calling some Direct X 9 function. Also, developers often need a push to encourage use of the newer versions as if they don't use it, theres no point in the card supporting it. Microsoft made a particular point for example of saying Direct X 10 was written specifically to take advantage of Windows Vista, with Direct X 9 still being included for backwards compatibility. They are however, I believe, seperate libraries as a lot of changes in Direct X 10 involved more efficient ways of doing things that would not necessarily work well with some Direct X 9 API calls. We can even use this example on HTML. Certain tags get deprecated on newer versions to encourage the use of more efficient/clean/powerful ways of rendering a page layout. If that did not happen, we would have an aweful mess of HTML 1 code with CSS. In fact, to some degree that does happen but it would be a whole lot worse if they had not mandated that you cannot do certain things if you are aiming for HTML 3 compliance for example. So basically, backwards compatibility while being useful is not always a good thing if it means you mixing/matching different ways of doing something. Yes I know, HTML is not the same as banging registers but the reasons why its not a good idea are very similar. The more different ways you can achieve the same thing, the more complicated the code and more likely you cause bugs and/or tread on other software causing instability. You yourself pointed out that with an API you cannot be sure what calling a function is ACTUALLY doing. Therefore is it logical to allow you do hardware banging, when you might be interfering with the code the API is executing? Doing hardware banging and API calls at the same time is just asking for trouble. Doing just hardware banging is time comsuming to code, not useful for most people. So here we are today, mandating ONLY API calls be used. Because its the safest more stable (and legible) way to code. You also seemed to miss a point I made earlier. We are not arguing that the PC is as good at precise timing as the Amiga, we know it isn't. But the PC is intended to be an all purpose machine not for precise timing. If you want strict timing you would use a more suitable machine, an embedded board of some kind or, guess what, the Amiga. It does not mean the PC is "catching up", its the opposite, as the PC no longer NEEDS that functionality for what people use it for. |
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#600 | |||||||||
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Defender of the Faith
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>>True... But on the Amiga the hardware, bandwitch, etc... directly limits your creativity What are you crazy, the Amiga was the original creative computer, and when I turn mine on today it is usually because I want the thrill of being creative again, not guided like some apple fanboy, or winblows fanboy. >>But what about 3D ? Yes, you can be creative and want to do some nice beautiful 3D... UHHH ever hear of the Video toaster with lightwave!!!! FNG's >>You want to do real-time HD raytracing on the PC, fine. You want to render crysis like graphics, fine. >>You want to do something like that on the Amiga. You cannot. Do you really own an Amiga, are you for real, you ever hear of Picasso II, IV. How about GVP IV 24. Oh well there are FNG's in every group, I still do 3D rendering, in 24 bit high mode, the only thing is that I run my frames through a ADS DVD express to the PC where I use the PC to put it all together for a movie, this takes the Place of my video recorder, and causes no loss in picture quality. Remember the Amiga was the machine back in the 80's and 90's to do this. and Amiga won, PC lost, again as usual. Maybe this is why Mr. Bill Gates had an Amiga 1000 on the shelf in his office, he wasn't going to quit until Winblows could do or outdo everything the Amiga could do. Yes you can name a few areas that the PC wins, but, remember the Amiga was the first with stereo sound, the first with excellent graphics, and one of the first to do 3d rendering and do it well enough to display it in movies. The Amiga also had another advantage over PEE CEE's, when the power went out it could restart and continue the processing that it was programmed to do, can your PC do that, or do you have to turn on your PC to restart it after a power hit. I remember while going through Windows Server school the first thing they said was protect your data, backup, backup, backup. Always have 3 different backups or more that you can turn back to. Could this be because Winblows crashes so much? Could this also be why when you go into banks to make a deposit, or withdrawl they say were sorry we are unable to complete this transaction because our computers are down, could it be that all you young ones now playing with computer's know no better. I would rather retain my data then rely on a buggy, crash and bash program like winblows and in this area my Amiga does very well only one self induced major crash since 1993. How many of you PC owners running winblows can say that? Get Real!!! Switch to a good OS, switch to Linux, it's easy it is free, the programs are free, and if we get enough people using it, we may even switch the support from winblows to linux. A more stable OS than winblows. Oh I know why most of you are like Apple fanatics, we just want to turn on our computer and be guided by Mr. Jobs on what programs to use, and make it simple so any moron can use it. The only thing we want to know how to do is turn it on, use it and turn it off. Right Wayne, RIGHT, RIGHT, RIGHT smerf
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I have no idea what your talking about, so here is a doggy with a small pancake on his head. MorphOS is a MAC done a little better Last edited by smerf; 06-13-2009 at 11:10 AM.. Reason: setting the FNG's right, right Wayne Right, Right |
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