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- From: chrisg@cbmvax.commodore.com (Chris Green)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Blitter speed for 16*16 bobs
- Message-ID: <38702@cbmvax.commodore.com>
- Date: 21 Jan 93 13:01:45 GMT
- References: <C15oy9.6DA@cck.coventry.ac.uk>
- Reply-To: chrisg@cbmvax.commodore.com (Chris Green)
- Organization: Commodore, West Chester, PA
- Lines: 31
-
- In article <C15oy9.6DA@cck.coventry.ac.uk> csg019@cch.coventry.ac.uk (-~=Zaphod=~-) writes:
- >Quick question concerning the blitter in the A1200/A4000.
- >
- >If the blitter is the same speed, and runs with 4 times the bandwidth, will
- >it be any faster at doing 16*16 (3 plane) blits? I only ask this because
- >most games tend to use 16*16 blits for just about everything that moves.
- >Even big bobs tend to be made from 16*16 blocks, so that you don't have to
- >bother with clipping. Scrolling is another example.
- >
- > -Steve.
- >
- >
- >
-
- It should be faster. You say 16x16 blits, 3 deep. Assuming a lores screen,
- the old system would have 20 free slots every 32. An AA system will have
- 29 free every 32, which equates to 1.45 times more blitter bandwidth. If
- you were in hires, the old system would get 8 out of 32, and an AGA system
- can get 26 out of 32 for a speedup of 3.25.
- Note that these speedups only take affect when new 2x and 4x fetch modes
- are enabled. If you were building your own custom copper lists in the
- old fashion, the blitter will not execute any faster. If you were using the OS,
- then it will be faster.
- --
- *-------------------------------------------*---------------------------*
- |Chris Green - Graphics Software Engineer - chrisg@commodore.COM f
- | Commodore-Amiga - uunet!cbmvax!chrisg n
- |My opinions are my own, and do not - icantforgettheimpression o
- |necessarily represent those of my employer.- youmadeyouleftaholeinthe r
- |"A screaming comes across the sky..." - backofmyhead d
- *-------------------------------------------*---------------------------*
-