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Running Games and Apps.

Quake ;)page  1 2 3 4 5 6 7 

Niclas A
(Apollo Team Member)
Posts 155
21 Oct 2017 19:12


Come on i need videos :D


Gunnar von Boehn
(Apollo Team Member)
Posts 3163
21 Oct 2017 20:09


Vampire V2 teaser

update 26 FPS


Renee Cousins

Posts 30
21 Oct 2017 21:09


Woah, my guess was **MAYBE** up to 20 fps. That's awesome. Going to be some sweet eye candy when it's ready...


Gregthe Canuck

Posts 216
22 Oct 2017 00:03


Nice preview.

I am sure Gunnar will do his best to be sure the Quake results beat PPC boards...  ;)



Samuel Devulder

Posts 111
22 Oct 2017 07:47


Niclas A wrote:

  Come on i need videos :D
 

Is that ( EXTERNAL LINK ) the corresponding video ? It seem even faster than 21fps.


Simo Koivukoski
(Apollo Team Member)
Posts 279
22 Oct 2017 08:18





Saladriel Amrael

Posts 66
22 Oct 2017 08:39


Gunnar von Boehn wrote:

Vampire V2 teaser
 

On what res was it achieved? Seems 640X480?


Mr-Z EdgeOfPanic

Posts 149
22 Oct 2017 09:33


@Saladriel Amrael
 
This was on 320x240x8
For comparison my 60Mhz 68060 (CSPPC card) was not able to get passed 8.4 FPS on 320x240x8 with CybervisionPPC.
With GLquake 68K i got about 14 FPS with 060/60+CVPPC on 320x240


Saladriel Amrael

Posts 66
22 Oct 2017 09:41


Mr-Z EdgeOfPanic wrote:

@Saladriel Amrael
 
  This was on 320x240x8
  For comparison my 60Mhz 68060 (CSPPC card) was not able to get passed 8.4 FPS on 320x240x8 with CybervisionPPC.
  With GLquake 68K i got about 14 FPS with 060/60+CVPPC on 320x240

Cool, thanx


David Wright

Posts 205
22 Oct 2017 14:28


Surely this isnít what developing the Vampire is all about?
20 plus year old pc games played in low resolution.

I am a supporter but come on.
Here it comes.


Saladriel Amrael

Posts 66
22 Oct 2017 14:50


Keep in mind that it is running on software emulated FPU, using code not optimized for 080, nor for SAGA.
This is a WIP test, showing some muscles... like if Vampire were stretching itself.



Vojin Vidanovic

Posts 770
22 Oct 2017 16:23


David Wright wrote:

  I am a supporter but come on.
  Here it comes.

When you look it that way, it might be true.

However, Quake was never that nice on Amigas.
Even 060 struggled to show half of that framerate,
in "low res" (its not the resolution, its real 3D engine, unlike doom). Took P120 and Vodoo to play it right in 640x480 and above,
or at least maxed PPC 604 Amiga, 3D card and prayer for a good port.

If someone has ClickBoom version, it was supposed to use
Picasso. I wonder does it aid abusing SAGA speed, unintentionally :-)


Mr Niding

Posts 226
22 Oct 2017 16:30


@David Wright
 
I get what you are saying, but;

Quake 1 and Arena is the iterations of the series I actually really enjoy playing. The others, meh.
 
So if it actually ends up playing real smooth at all phases of the game, Im going play it quite a bit.
 
As Vojin says, its a "standard" we have used to test Amiga oriented hardware, and if it manages to run it without being optimized, it will give a good indication of the unreleased potential.


Samuel Devulder

Posts 111
22 Oct 2017 17:57


It is a bit pointless to speak of unoptimized version when talking about C-written programs. There is no C compiler able to optimize for the 080. So we can hardly do better than standard C for 68k.
   
The only available optimization is to write in assembly. I'm not sure it'll be humanly feasible to convert all of the thousands of lines of C into ASM (quake3 is 310k-loc EXTERNAL LINK ). For sure, only a part of it would benefit from ASM, but it might still be too huge to be safe. The more code you convert by hand in ASM, the more bugs you create in the code.

We definitively need an AMMX-aware C compiler in the short term to avoid the spurious argument of not being optimized for 080 IMHO.


John William

Posts 233
22 Oct 2017 18:07


Samuel Devulder wrote:

It is a bit pointless to speak of unoptimized version when talking about C-written programs. There is no C compiler able to optimize for the 080. So we can hardly do better than standard C for 68k.
   
  The only available optimization is to write in assembly. I'm not sure it'll be humanly feasible to convert all of the thousands of lines of C into ASM (quake3 is 310k-loc EXTERNAL LINK ). For sure, only a part of it would benefit from ASM, but it might still be too huge to be safe. The more code you convert by hand in ASM, the more bugs you create in the code.
 
  We definitively need an AMMX-aware C compiler in the short term to avoid the spurious argument of not being optimized for 080 IMHO.

Oh come on! Will love to argue :P Don't take that away from us!



Vojin Vidanovic

Posts 770
22 Oct 2017 18:11


Mr Niding wrote:

  As Vojin says, its a "standard" we have used to test Amiga oriented hardware, and if it manages to run it without being optimized, it will give a good indication of the unreleased potential.

Looking forward to seeing v4 in a bit higher res.

Quake is also a base engine for a lot of titles,
including HalfLife / Team Fortress / CounterStrike, most of which are open sourced by today.

Having them, or being able to run those later, might attract generation of PC Classic gamers if done right.


Thierry Atheist

Posts 618
22 Oct 2017 18:21


*cough*
EXTERNAL LINK 
*cough*


Thierry Atheist

Posts 618
22 Oct 2017 18:25


Doesn't Vampire do 1920x1080???

/me Gets on bicycle, *emulates* running!!!!!!!!!


M Rickan

Posts 133
22 Oct 2017 20:26


David Wright wrote:

Surely this isnít what developing the Vampire is all about?
  20 plus year old pc games played in low resolution.

Not that long ago everyone was screaming to have Quake running as a benchmark for FPU compatibility.

To make it to 2017 we're going to have to revisit 1997 along the way.


Gunnar von Boehn
(Apollo Team Member)
Posts 3163
22 Oct 2017 21:50


update


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