It's a subtle hint from the god of coding - "More coding, less posting!"The timeouts on AF now are getting quite extreme.

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It's a subtle hint from the god of coding - "More coding, less posting!"The timeouts on AF now are getting quite extreme.
Hatari AVI video recording speed is completely [1] bound by your system PNG library compression speed. Or if you're using uncompressed (BMP) frame content instead, then recording speed is probably bound up by your disk write speed, as there's a lot more of data to write out.dml wrote:It's so slow just now that I couldn't record a video in Hatari - partly becase it is slow to start with (about 1fps even with Hatari's fast FPU) and partly because Hatari seems to go into ultra-low-gear while recording videos. Not sure why - the overhead for recording should be pretty fixed, but everything gets 10x slower and 1fps drops to 0.01fps..... I have no explanation for thatjust have to live with it until it gets speeded up...
Ok that's interesting - so the PNG compression is getting much slower then because the content is more complex? Textured pixels vs flat filled polys? Because the window size does not change, while the speed drop is very significant. I have been cropping out borders and the status bar in both cases.Eero Tamminen wrote: Hatari AVI video recording speed is completely [1] bound by your system PNG library compression speed. Or if you're using uncompressed (BMP) frame content instead, then recording speed is probably bound up by your disk write speed, as there's a lot more of data to write out.
...
If you don't want to use BMP AVI video-"codec" (--avi-vcodec bmp), I would suggest doing following to reduce amount of data that needs to be compressed/recorded:
1. disabling zooming (-z 1)
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Well I'm still fairly confident I can get it over 1 FPS so hold tightbullis1 wrote:The Q2 engine running on an un-accellerated Falcon, even at 1fps, is so impressive that it's almost disturbing![]()
I think the multiplayer DM was the perfect combination of seriousness and hilarity - something I didn't see in the other games that tried (they tended to be either one or the other).bullis1 wrote:Q2 is my favourite id software game btw. They will never top it IMO.
Hatari sets PNG filtering to none, but uses the highest compression level (9). AFAIK these levels correspond directly to Zlib compression levels and there are some comments in PNG header that levels 3-6 could achieve nearly same compression with clearly smaller cost. I'll send a patch to hatari-devel for a command line option to control compression level, you could try whether that helps (or just use uncompressed BMP format).dml wrote:Ok that's interesting - so the PNG compression is getting much slower then because the content is more complex? Textured pixels vs flat filled polys? Because the window size does not change, while the speed drop is very significant. I have been cropping out borders and the status bar in both cases.
Ok that probably explains it then. Context sensitive overhead of PNG compressor.Eero Tamminen wrote: Hatari sets PNG filtering to none, but uses the highest compression level (9). AFAIK these levels correspond directly to Zlib compression levels and there are some comments in PNG header that levels 3-6 could achieve nearly same compression with clearly smaller cost. I'll send a patch to hatari-devel for a command line option to control compression level, you could try whether that helps (or just use uncompressed BMP format).
Eero Tamminen wrote: You should also note that emulation load depends on what needs to be emulated. Does texturing increase DSP utilization significantly?
Thanks Sascha. I'm also impressed with your ChoRenSha project - seeing the Aranym video running caused me some confusion, took a few seconds to get my head around the fact it was a TOS version and not the original!Anima wrote:Great progress. Simply unbelievable. Everything sounds "unreal" especially considering the specs of the machine. This shows the potential of the system in a spectacular way.
kristjanga wrote:This is looking so good!
Cheers everyone.ctirad wrote:This is just Awesome. Congratulations Doug.
it is almost like Quake 2 C port on Amiga 060/66MHzdml wrote:A very early peek at the old F030 rendering Q2 with textures in realtime...
https://www.youtube.com/watch?v=EJY93JT ... e=youtu.be
This is Hatari - not tried it yet on real HW, but it's probably a bit pointless until I remove the last remnants of 68882 code, which is currently still bogging it down quite much.
You can be sure, it will get faster than this.calimero wrote: it is almost like Quake 2 C port on Amiga 060/66MHz
https://www.youtube.com/watch?v=1h5RRUP4Wyc
Code: Select all
; x0 z
..
schedule these moves elswhere, fuse across >1 iteration
..
move y:qtab_ptr,a
move y:rshft12,y0
mac x0,y0,a y:c_FFFFFE,y0 ; &qtab[(X>>12)]
and y0,a ; &qtab[(X>>13)*2]
move a,r4
..
schedule u,v part here, overlap x/y access if table overlaps low memory etc. etc.
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move x:(r4),b ; C
mpy x0,x0,a y:(r4)+,y0 ; B
mac y0,x0,b a,x1 y:(r4)+,y0 ; A
mac y0,x1,b ;
..
move b,x0 ; 1/z