[News] Amiga adds new content to website | ANN.lu |
Posted on 03-Jun-2000 16:28 GMT by Christian Kemp | 40 comments View flat View list |
Amiga's homepage now features an Executive Update dated 03-Jun-2000. amigatainment, as the name suggests, seems to be a new section oriented towards entertainment software. A press release on the Amiga Software Developers Kit (SDK) is now also available. Then, there's a (large, but badly formatted) list of companies selling the kit. On a related note, it seems like Ted Wallingford is once again responsible for the site maintenance.
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Amiga adds new content to website : Comment 36 of 40 | ANN.lu |
Posted by Steffen Haeuser on 06-Jun-2000 22:00 GMT | In reply to Comment 35 (Kelly Samel): Hi!
Sorry, but these are FACTS. You can check the memory usage of such games
on existing PC/Macs. And tell me: *Where* do you want to store this model
data ? You can check on every 3D Gaming site how much data even *one* model
is (for Heretic II/THF for example a model is around 4 MB sized - *one* model).
If you say "the game has to fit in 16 MB" this means even if you have no
level data, no executable, no AI data, no sounddata and no whatever, you still
would be limited to a maximum of *four* models at one time in memory.
It is a FACT that games like Unreal Tournament won't run with less
then the noted memory...
Of course on a famous console were VERY VERY VERY many sales are done you
can invest the developement time to do a VERY special version, you still will
get much money back. Of course for Consoles you also have (at least for PS2
you have) these ultra-fast bus-systems, which might improve the situation
for "on-demand-loading". And often the detail level of the graphics is reduced
for console versions... it is really a totally different situation...
You suggest using the MMU - but I thought you were AGAINST any way of memory
protection :) What does the MMU do ? Protect a certain memory area against
access... okay, the purpose of what it is done is a bit different from what
is done for "memory protection for stability issues". But the same sort of
things is done... and always remember... Elate will be there on completely
DIFFERENT hardware... if the Memory Protection is not in the OS what do
you suggest ? Someone writing MMU Support for half a dozen different CPUs ?
That sort of stuff has to be *in the OS*. This is *OS functionality*.
Reduce performance of games ? No. Actually it will raise performance. As
if you don't have it you have to do nasty hacks to reduce memory needs
which will *not* have good results on the performance (if they are possible,
that is... what is surely not always the case...).
About "Bulky PC titles" - have a look at the source of some OpenSource PC titles
available... often these 3D Engines are VERY well developed and optimal
in performance behaviour. What I am trying to tell you all the time is that
the problem is not the CODE. It is the DATA, or more likely the SIZE of the
data.
New games designed for the Amiga system in mind ? Dream on. All game developement
these days is done with MULTI PLATFORM in mind (with exception of maybe Consoles
which are usually exclusively for the specific gaming console). And what should
a possible Amiga Games firm say to the original maker of the 3D Engine,
"We need another 6 months developement time due to some absolutely ridiculous
constraint of the Amiga system which other systems do not have" ? And from
the game coders point of few having to do without Virtual Memory really has
NO ADVANTAGE. It has only the disadvantage that the specs for the system
(requiring more physical memory !!!) will be higher, reducing the number of
potential customers.
I suggest to continue this discussion on private email.
Steffen Haeuser |
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