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Article #9156

Re: AB3D II beats Quake....

#9156
From: "Jolyon Ralph"
Date: Thu, 11 Apr 1996 09:28
24 lines
1572 bytes
> The problem is that, with no doubt, the standard SVGA solution is the 
> most inadapt possible to games/demos.

95% of games nowdays are designed for chunky SVGA style displays. And 
most of the demos I've seen recently seem to involve doing bizare things 
with copper screens or blitter screens, things which would be so much 
easier  and faster to do on a 320x240x16bit SVGA chip mode.

> If you wish normal SVGA chips (like in the Amiga GfxBoards) then I reply
> that they're more obsolete than AGA. If you wish games/demos programmed
> through an API/OS, then I invite you to have this experience, to 
> understand

We do need an API to allow for future use, but certainly we don't need to 
support the lowest modes on all SVGA chipsets. If (for example) an S3 
chipset was included as standard, then the API should give lowlevel 
access to all the features available on the S3. Future gfx cards for the 
Amiga would then have to provide at least the functionality of that S3 
chip in order to be compatible - which would be no bad thing.

But you're right. Games would be no good at all if we had to support 
every old Picasso II board, GVP spectrum, etc. out there....

Jolyon
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Newsgroups: comp.sys.amiga.graphics
Path: arc1-ca.pugleaf.net!cix.compulink.co.uk!usenet
From: jralph@cix.compulink.co.uk ("Jolyon Ralph")
Subject: Re: AB3D II beats Quake....
Message-ID: <DpoyBD.L4w@cix.compulink.co.uk>
Organization: Compulink Information eXchange
References: <2158.6665T922T1444@mbox.vol.it>
Date: Thu, 11 Apr 1996 09:28:25 GMT
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