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Running OCS/AGA/RTG Demos

3D-VFX Maggie Demo On V4-Series

Willem Drijver
(Apollo Team Member)
Posts 127
23 Feb 2022 12:07


Latest 3D showcase by @Morten for the new 3D-VFX Maggie feature on V4-Series.
 

 
EXTERNAL LINK   
If you like this Demo, please share this link on all your personal favourite channels.


Steve Ferrell

Posts 424
24 Feb 2022 04:50


Very nice. I was wondering when we'd some 3D demos with texturing.  A huge amount of work had to go into this.  I don't think the average person realizes exactly how much coding on both the hardware and software side that had to be accomplished to get this far.


Gunnar von Boehn
(Apollo Team Member)
Posts 6197
24 Feb 2022 08:32


Very nice demonstration.
Thank you Morten!
 
  The demo shows nicely following features:
  * Truecolor textures
  * high quality Bilinear filtering
  * Light/shadow
  * Perspective correct texturing
 
This tech demo shows a picture quality that no game and no demo on Amiga ever reached.

Play the video in full screen to review it yourself.



Cyprian K

Posts 26
25 Feb 2022 08:44


Willem Drijver wrote:

Latest 3D showcase by @Morten for the new 3D-VFX Maggie feature on V4-Series.
   
 
 
  EXTERNAL LINK   
  If you like this Demo, please share this link on all your personal favourite channels.

looks cool.

which Apollo features that demo use? AMMX or a dedicated 3D acceleration?



DiscreetFX Studios

Posts 140
25 Feb 2022 12:22


Great demo Morten, thanx so much for sharing.


Bastian Zühlke

Posts 23
25 Feb 2022 15:23


@Morten - great to see the return of a demo-scener.

Some words to the HW-Dev-Team (not sure who is driving this)

DFF242 W *  3D 16bit texture size
DFF250 W *  3D 32bit texture source
DFF254 W *  3D 32bit Destination Screen Addr
DFF25E W *  3D 16bit LEN and START
DFF266 W *  3D 16bit Destination Step
DFF270 W *  3D 32bit UUuu
DFF274 W *  3D 32bit VVvv
DFF278 W *  3D 32bit dUUuu
DFF27C W *  3D 32bit dVVvv
DFF280 W *  3D 16bit Light Ll
DFF282 W *  3D 16bit Light dLl

The current SAGA-Register description is up-to-date ?

My expectation / assumption:
It is a blitter extension, means a write to DFF25E will start the blitter and you can utilise the normal wait / register filling mechanism of the blitter  (irq, copper or cpu ) ?
DFF25E - LEN is one dimensional, due to Destination Step this extension can render a single horizontal or even vertial span of X pixels.
texture size is 16 Bit. My guess it is only the "width" of the texture the "height" is not required, as long as there a no uv wrap-modes.
XXxx - means 16:16 fixpoint. In case of Light it is 8:8 fixpoint ? The perspective uv (etc) correction need to be done on the 68080.

Any words what you plan in future releases ?

Anyways, I suppose it will be a hot on the Amiga 34 in October.




Gunnar von Boehn
(Apollo Team Member)
Posts 6197
26 Feb 2022 07:28



Hello Bastian!

Bastian Zühlke wrote:

@Morten - great to see the return of a demo-scener.
 
  Some words to the HW-Dev-Team (not sure who is driving this)

  The current SAGA-Register description is up-to-date ?
 
  My expectation / assumption:
  It is a blitter extension, means a write to DFF25E will start the blitter and you can utilise the normal wait / register filling mechanism of the blitter  (irq, copper or cpu ) ?

Yes this is the Maggie interface.
The interface is doublebuffered, you can push new jobs into it in parallel that the unit is working on the previous job.
This buffering is done in hardware and you as coder not need to waitblit for the unit.

Some coders right now write small demos and tests for the unit.
Please ping us on Discord if you like to join this and we will give you some example code.


Ville Helin

Posts 9
28 Feb 2022 11:11


The demo looks nice, but the numbers make me wonder:

Frame time is ~40ms -> 25fps? There is only one cube in the scene which is 6*2 = 12 triangles. The resolution is high and the triangles are big on screen, but if this was used in for example Quake 3 where there are lots of triangles on screen, what kind of a performance could be expected?


Gunnar von Boehn
(Apollo Team Member)
Posts 6197
28 Feb 2022 12:52


Ville Helin wrote:

  The demo looks nice, but the numbers make me wonder:
 

Yes, the demo is just a simple test and not yet tuned at all.
The purpose of the demo is just to show what picture quality you can get.

There is a newer version of the demo, which is little more tuned and has a time of 19-28ms. So around 50-40 FPS. But this is still not the limit and can still be tuned faster.
 
 
 
 
 


Thellier Alain

Posts 141
12 Dec 2022 09:55


I had a look to Maggie registers interface
Seems it only gradient/scale a single color on the segment that it draw
Ii is perfectly fine for creating games but will create difficulty to implement a standard API upside it: Warp3D or OpenGL typically draw triangles that are defined this way
x1 y1 z1 u1 v1 rgba1
x2 y2 z2 u2 v2 rgba2
x3 y3 z3 u3 v3 rgba3
So the fragment color (light) is a gradient bewtween TWO random RGBA value (not only one RGBA darker or lighter )

this picture with Lara's triangles that are gradient blue-yellow depending of lights will not be possible
EXTERNAL LINK 


Gunnar von Boehn
(Apollo Team Member)
Posts 6197
12 Dec 2022 10:16


Have you seen this demo?

To me important is the fact that Maggie allow to make new nice games like Wipeout.




Nick Fellows

Posts 176
13 Dec 2022 08:15


Sounds like this could become a feature request for a future iteration of the core?


Gunnar von Boehn
(Apollo Team Member)
Posts 6197
13 Dec 2022 10:07


nick fellows wrote:

Sounds like this could become a feature request for a future iteration of the core?

Sure ..

Maybe you can also look at it from another angle.

Many consoles did not implement "ALL" OpenGL features.
Did this prevent people from develop thousands of excellent games for Consoles ?

No this did not stop them.


posts 13