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Performance and Benchmark Results!

Benchmark Dragon Crown Tech Demo

Philippe Flype
(Apollo Team Member)
Posts 299
28 Aug 2017 01:19



You remember the Dragon Crown tech demo i wrote some months ago ?
Was here : CLICK HERE 

I took some times to modify it a little. I have added a realtime switch to
use either 68K code or to use AMMX code that fits well transparency mask
blits. Let's see if AMMX instructions can help or not on such application.
Also, i took time for you to compare FPS scores on GOLD2.5, GOLD2.BETA,
and the soon to come GOLD2.7 to show how the core progressed recentely,
on CPU and Memory controller side. So let's ignore those fucking SysInfo
useless benchmarks and really plays with the hard.

The benchmark is done running the demo (0.6h revision), without background,
without extra sprites (the crown for example), only 10 to 21 fighters on
screen, plus some infos on screen (especially the FPS counter).

So that, it looks like this :
EXTERNAL LINK 

I pasted the DrawSprite() routine code here :
EXTERNAL LINK 

FPS results, per number of sprites drawn on screen, using 68K or AMMX :


+----------------------------+
| Benchmark DragonCrown 0.6h |
| 960x540, 16bits, R5G6B5    |
| August-2017, flype        |
+----------------------------+

+--------+---------+---------+---------+  +--------+---------+---------+---------+
|  M68K  | GOLD2.5 | GOLD2.x | GOLD2.7 |  |  AMMX  | GOLD2.5 | GOLD2.x | GOLD2.7 |
|  DRAW  |    x11 |    x11 |    x11 |  |  DRAW  |    x11 |    x11 |    x11 |
+--------+---------+---------+---------+  +--------+---------+---------+---------+
| N | 10 |      47 |      58 |      60 |  | N | 10 |      60 |      60 |      60 |
| U | 11 |      44 |      54 |      57 |  | U | 11 |      57 |      60 |      60 |
| M | 12 |      41 |      50 |      53 |  | M | 12 |      53 |      57 |      60 |
| . | 13 |      38 |      47 |      50 |  | . | 13 |      50 |      54 |      60 |
| F | 14 |      36 |      45 |      47 |  | F | 14 |      47 |      51 |      60 |
| I | 15 |      34 |      43 |      45 |  | I | 15 |      45 |      49 |      60 |
| G | 16 |      32 |      41 |      43 |  | G | 16 |      43 |      46 |      60 |
| H | 17 |      31 |      39 |      40 |  | H | 17 |      41 |      44 |      58 |
| T | 18 |      29 |      37 |      39 |  | T | 18 |      39 |      42 |      56 |
| E | 19 |      28 |      35 |      37 |  | E | 19 |      38 |      40 |      53 |
| R | 20 |      27 |      34 |      36 |  | R | 20 |      36 |      39 |      52 |
| S | 21 |      26 |      33 |      34 |  | S | 21 |      35 |      38 |      50 |
+---+----+---------+---------+---------+  +---+----+---------+---------+---------+





Philippe Flype
(Apollo Team Member)
Posts 299
28 Aug 2017 01:31


* Reserved *


Vojin Vidanovic

Posts 770
28 Aug 2017 02:57


Philippe Flype wrote:

You remember the Dragon Crown tech demo i wrote some months ago ?
  Was here : CLICK HERE  I took some times to modify it a little. I have added a realtime switch to  use either 68K code or to use AMMX code that fits well transparency mask blits. Let's see if AMMX instructions can help or not on such application.

Indeed very nice demo of machines gaming ablities.

I see past quote was
"This shows that a more common game running in 640x480 or 640x400 in 8 bits can push unbelievable amount of pixels, very smoothly."

How do you estimate AMMX(2) performance increase translates to that?


Philippe Flype
(Apollo Team Member)
Posts 299
28 Aug 2017 06:23


I dont know because a routine for 8bits is not a routine for 16bits.


Eric Gus

Posts 477
28 Aug 2017 06:50


It will be nice to get this and run it on our own systems ..


Gregthe Canuck

Posts 274
28 Aug 2017 07:10



Wow look at those performance improvements. From Gold2.5 to Gold2.7 in M68K mode gives big jump in performance - about 30%.

Now on top of that the new AMMX code give it another kick - about 50% more in the most taxing 21 sprite mode.

That last row tells it all - almost a doubling in performance overall. Very nice work.

Would be interesting to know where the bottleneck on the AMMX GOLD2.7 results...  is it CPU or memory bandwidth?

Thanks for sharing those results.



Gunnar von Boehn
(Apollo Team Member)
Posts 6207
28 Aug 2017 08:13


Hi Greg,

Lets try to answer some questions.

First of all "Dragon Crown Demo" shows how a game on AMIGA can look like.
- Hires display with 960x540
- thousands of colors
- big animated sprites
- huge number of sprites
- all fluent and super smooth with 60 FPS

Dragon Crown shows a little bit of the Power of the 68080 and of AMMX.
The games demo looks impressive and I have never seen something like  this on AMIGA before.

Regarding the FPS count, you have to know that the Demo limits the display to 60 FPS by program. If this max setting would be disabled the AMMX code could reach 90 FPS in the screen with limited number of sprites.

gregthe canuck wrote:

Now on top of that the new AMMX code give it another kick - about 50% more in the most taxing 21 sprite mode.

Indeed AMMX is very usefull for accelerating games.

gregthe canuck wrote:

That last row tells it all - almost a doubling in performance overall. Very nice work.
 
Would be interesting to know where the bottleneck on the AMMX GOLD2.7 results...  is it CPU or memory bandwidth?

GOLD 2.7 has improved AMMX.
AMMX is very powerful and designed for speeding up video, and game routines.

Also we test right now in GOLD 2.7 our improved Memory controller which can give about 100 MB/sec more memory bandwidth.



Vojin Vidanovic

Posts 770
28 Aug 2017 09:39


Gunnar von Boehn wrote:

  Regarding the FPS count, you have to know that the Demo limits the display to 60 FPS by program. If this max setting would be disabled the AMMX code could reach 90 FPS in the screen with limited number of sprites.

Nice. I suppose in normal 30FPS it can be "translated" to a higher res also (e.g. HD 2D games are likely to be possible). Really useful. Hope some nice compiler and other development tools that will support 080 MMX optimizations are in plan.

Demo deserves to be developed to a full "Natami team" game like 194x MMX one day. Moonstone style, please :-)



Gregthe Canuck

Posts 274
28 Aug 2017 09:48


Hi Gunnar -

Thanks for all the info. The memory controller 100MB/sec boost is a big jump. I assume that was used in flype's demo?




Gunnar von Boehn
(Apollo Team Member)
Posts 6207
28 Aug 2017 11:18


gregthe canuck wrote:

Hi Gunnar -
 
Thanks for all the info. The memory controller 100MB/sec boost is a big jump. I assume that was used in flype's demo?

Yes of course the demo benefits from the memory speed up a lot.
Of course many other applications and also Workbench speed benefits of this.


Philippe Flype
(Apollo Team Member)
Posts 299
02 Sep 2017 21:50


New progress on the memory controller :


+----------------------------+
| Benchmark DragonCrown 0.6h |
| 960x540, 16bits, R5G6B5    |
| August-2017, flype        |
+----------------------------+

+--------+---------+---------+---------+---------+
|  M68K  | GOLD2.5 | GOLD2.x | GOLD2.7 | GOLD2.7 |
|  DRAW  |    x11 |    x11 | OLD x11 | NEW x11 |
+--------+---------+---------+---------+---------+
| N | 10 |      47 |      58 |      60 |      60 |
| U | 11 |      44 |      54 |      57 |      60 |
| M | 12 |      41 |      50 |      53 |      60 |
| . | 13 |      38 |      47 |      50 |      56 |
| F | 14 |      36 |      45 |      47 |      52 |
| I | 15 |      34 |      43 |      45 |      50 |
| G | 16 |      32 |      41 |      43 |      47 |
| H | 17 |      31 |      39 |      40 |      44 |
| T | 18 |      29 |      37 |      39 |      42 |
| E | 19 |      28 |      35 |      37 |      40 |
| R | 20 |      27 |      34 |      36 |      39 |
| S | 21 |      26 |      33 |      34 |      37 |
+---+----+---------+---------+---------+---------+

+--------+---------+---------+---------+---------+
|  AMMX  | GOLD2.5 | GOLD2.x | GOLD2.7 | GOLD2.7 |
|  DRAW  |    x11 |    x11 | OLD x11 | NEW x11 |
+--------+---------+---------+---------+---------+
| N | 10 |      60 |      60 |      60 |      60 |
| U | 11 |      57 |      60 |      60 |      60 |
| M | 12 |      53 |      57 |      60 |      60 |
| . | 13 |      50 |      54 |      60 |      60 |
| F | 14 |      47 |      51 |      60 |      60 |
| I | 15 |      45 |      49 |      60 |      60 |
| G | 16 |      43 |      46 |      60 |      60 |
| H | 17 |      41 |      44 |      58 |      60 |
| T | 18 |      39 |      42 |      56 |      60 |
| E | 19 |      38 |      40 |      53 |      60 |
| R | 20 |      36 |      39 |      52 |      60 |
| S | 21 |      35 |      38 |      50 |      58 |
+---+----+---------+---------+---------+---------+




Niclas A
(Apollo Team Member)
Posts 219
02 Sep 2017 23:08


Philippe Flype wrote:

New progress on the memory controller :
 
 

  +----------------------------+
  | Benchmark DragonCrown 0.6h |
  | 960x540, 16bits, R5G6B5    |
  | August-2017, flype        |
  +----------------------------+
 
  +--------+---------+---------+---------+---------+
  |  M68K  | GOLD2.5 | GOLD2.x | GOLD2.7 | GOLD2.7 |
  |  DRAW  |    x11 |    x11 | OLD x11 | NEW x11 |
  +--------+---------+---------+---------+---------+
  | N | 10 |      47 |      58 |      60 |      60 |
  | U | 11 |      44 |      54 |      57 |      60 |
  | M | 12 |      41 |      50 |      53 |      60 |
  | . | 13 |      38 |      47 |      50 |      56 |
  | F | 14 |      36 |      45 |      47 |      52 |
  | I | 15 |      34 |      43 |      45 |      50 |
  | G | 16 |      32 |      41 |      43 |      47 |
  | H | 17 |      31 |      39 |      40 |      44 |
  | T | 18 |      29 |      37 |      39 |      42 |
  | E | 19 |      28 |      35 |      37 |      40 |
  | R | 20 |      27 |      34 |      36 |      39 |
  | S | 21 |      26 |      33 |      34 |      37 |
  +---+----+---------+---------+---------+---------+
 
  +--------+---------+---------+---------+---------+
  |  AMMX  | GOLD2.5 | GOLD2.x | GOLD2.7 | GOLD2.7 |
  |  DRAW  |    x11 |    x11 | OLD x11 | NEW x11 |
  +--------+---------+---------+---------+---------+
  | N | 10 |      60 |      60 |      60 |      60 |
  | U | 11 |      57 |      60 |      60 |      60 |
  | M | 12 |      53 |      57 |      60 |      60 |
  | . | 13 |      50 |      54 |      60 |      60 |
  | F | 14 |      47 |      51 |      60 |      60 |
  | I | 15 |      45 |      49 |      60 |      60 |
  | G | 16 |      43 |      46 |      60 |      60 |
  | H | 17 |      41 |      44 |      58 |      60 |
  | T | 18 |      39 |      42 |      56 |      60 |
  | E | 19 |      38 |      40 |      53 |      60 |
  | R | 20 |      36 |      39 |      52 |      60 |
  | S | 21 |      35 |      38 |      50 |      58 |
  +---+----+---------+---------+---------+---------+
 

Time to add more fighters :D or remove 60 FPS limit.


posts 12