- Kimmo --------------------------PowerPC-Advantage------------------------ "PowerPC Operating Systems can use a microkernel architecture with all it�s advantages yet without the cost of slow context switches." - N. Blachford
As Gallium3D is being adapted to AOS4, why not prepare some 3D SW for it...
- Kimmo --------------------------PowerPC-Advantage------------------------ "PowerPC Operating Systems can use a microkernel architecture with all it�s advantages yet without the cost of slow context switches." - N. Blachford
afxgroup wrote: All these engines are unuseful right now because you will play everything at 1-2fps.. so forget them..
Even software-only gallium runs faster than that on an X1000 already, including debug output.
Good to hear things progressing nicely. Any chance of a blog update or is the time better spend getting hardware rendering running and 4.2 out of the door?
- Kimmo --------------------------PowerPC-Advantage------------------------ "PowerPC Operating Systems can use a microkernel architecture with all it�s advantages yet without the cost of slow context switches." - N. Blachford
Even software-only gallium runs faster than that on an X1000 already, including debug output.
Imho you compare for now what can't be compared. I mean, Afxgroup says about some "big-fat-full-blown-game-engines", not some gallium-demo which can give 100fps in SW mode.
Those modern engines will be for sure very slow and on our current opengl, and, what is very much possible on gallium as well, just because those modern engines are big-fat-all-the-resource-want.
I.e. we can't say that if some gallium-demo give 100fps in SW mode, then we will have more than 2-3 fps even in HW mode in some modern game engine, which can be slow and ugly just by default. Code different, speed will be different and co.
@kimmok
Did you understand what is compared here with what ?
Well, at the end i think we can't compare anythings as we don't have any public Gallium implementation nor any of those 3D engines so it's just pure speculation..
Aniway it seems that your english has improved lately in relation of your too "few" recent messages
Other than that... It would be interesting to know what SW is used for Gallium3D and OpenGL2.0 testing.
((and if SMP kernel is there somewhere being tested))
- Kimmo --------------------------PowerPC-Advantage------------------------ "PowerPC Operating Systems can use a microkernel architecture with all it�s advantages yet without the cost of slow context switches." - N. Blachford
afxgroup wrote: All these engines are unuseful right now because you will play everything at 1-2fps.. so forget them..
I don't share your pessimissm. In this youtube video Shadow's partial TGE (Torque3D's precursor) port runs at 7-21 fps. Not great, but that's on one of the older Amigas (A1-XE maybe) using an old Radeon graphics card and Warp3D. The 7 fps only occurred when rendering the water.
My A1-X1000 is faster than the A1-XE, has faster memory, and even my Radeon HD 4650 is faster than a Radeon 9000. I have a test program that is rendering approx. 200,000 (~50,000 per render pass) triangles at 1920x1080 smoothly on a Radeon HD 4650, and that's not even the fastest graphics card that we can use.** No, the test program doesn't use Gallium3D, but it does use hardware Transformation, Clipping and Lighting (TCL), and in-VRAM vertex buffers. Both of these are things that Gallium3D offers that Warp3D cannot do. This gives a glimpse of what will be possible.
So, I'm optimistic about how well 3D engines such as Torque3D, C4 Engine and Unity3D might run on AmigaOS once MESA + Gallium3D are available. However, you will need to buy a decent graphics card. You can expect the frame-rate to suck if you choose a low-end card such as a Radeon HD 4350 (or any *350 for that matter).
From various sources on the internet. I basically searched for models that were free to use and in the right format. The milkyway background came from the European Southern Observatory, the space shuttle from NASA, and the rest came from various 3D model websites.
Your demo could be considered as a cool tech demo. Is really impressive what the compositing can do. Hope others will be brave enought to accept the challenge of develop demo via compositing.
AmigaBlitter wrote: So, what format is used for the models?
Wavefront .obj format.
Quote:
Your demo could be considered as a cool tech demo. Is really impressive what the compositing can do. Hope others will be brave enought to accept the challenge of develop demo via compositing.
Thanks. However, this demo doesn't use compositing. It's a test app for the RadeonHD_RM.resource, so it's doing its own rendering via its own (hand-coded) shaders.