Scali information 955 glöps
- general:
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- personal:
- demo MS-Dos Second Reality by Future Crew
- Hrm, I suppose the new guys don't really appreciate this one, judging from the comments...
But for guys like me, this demo was sort of a pivot point.
We used to make fun of PCs and their scene... And with productions like this and Crystal Dream I/II, we honestly could not do that anymore (even though in CD I Triton put down PCs themselves).
So this demo is so important because it is the first mature, true megademo for PC.
The music is excellent, and the effects are arranged to the music perfectly. It has various moods, going from bombastic, to mellow to rave... It's just the complete demo :)
486, VLB display cards and GUS converted many Amiga/Atari people to PC. This demo and Doom were also important factors in that movement. PC has arrived!
And after all these years, I still love this demo. True quality doesn't fade away. - rulezadded on the 2002-05-25 21:43:43
- 64k Windows fr-019: poemtoahorse by Farbrausch [web]
- When I saw FR-014, with the abstract objects, and the ambient, spacy techomusic, I was pleasantly surprised.
An FR production with a real demo-feel to it.
I was disappointed that it wasn't quite finished though...
But this... this well makes up for it. FR continues in the same style, but this time in a finished and polished production. I enjoyed it very much :)
The party version actually worked on both my machines (one KT133A with GF2GTS, one KT266A with Radeon 8500, both running Windows XP), the only slight problem that I saw, was that the R8500 had some errors at the edges of the objects with the envmapping and the flatshading... Didn't look 100% correct. (FR-08 does something similar with the textures, most notably in the sky at the edges of the screen).
Now if you'll excuse me, I'm going to watch it again, for the umpteenth time :) - rulezadded on the 2002-05-25 21:17:38
- demo Windows Kasparov by Elitegroup [web]
- Indeed, I unpacked the dll and now it works on my Windows XP, where it refused before:
http://s15156.leidenuniv.nl/~scali/e_kasp21_fixed.zip - isokadded on the 2002-04-20 23:41:49
- 64k Amiga PPC/RTG Planet Potion by Potion
- I was referring to Quake, the game.
However I did also mention GLQuake once.
Besides, we were discussing 3d accelerators.
So it should be painfully obvious that I was referreing to the accelerated version, and NOT the software version.
By the way, I am speaking about the 64k intro called Planet Potion, in case that was not obvious either.
And yes, mavey makes another good point, bvisionbus is not exactly hot.
PCI is 32 bit wide @ 33 MHz by the way, so you have 133 MB/s theoretical speed. - isokadded on the 2002-04-20 22:18:06
- 64k Amiga PPC/RTG Planet Potion by Potion
- GLQuake was not software, but OpenGL hence the GL in the name.
Which incidentally has nothing to do with my sexual preference. - isokadded on the 2002-04-20 02:10:12
- 64k Amiga PPC/RTG Planet Potion by Potion
- plek: About the ASM.. You've proven that yourself, by saying that 'unrolling loops is the last thing you'd do to optimize the speed'. I don't care how long you've been coding ASM. It's about HOW you code it :)
Besides, x86 ASM is not quite the same as PPC ASM. PPC is a streamlined RISC beast. You approach it in an entirely different way.
But it goes too far to explain all that right here. If you're interested, ask me sometime. I love talking about the PPC, great CPU :)
As for the 486 statement... CPU is not exactly important. I meant the amount of polys/fillrate of the 3d card.
Quake is low-poly enough for a 486 to do the setup, I guess, so the CPU won't be the bottleneck.
As for comparing cows with bulls... Aren't you?
You may have forgotten how low-poly Voodoo 1 demos were?
I haven't, I have been playing with my PowerVR PCX2 card only a few days ago, and it was quite disastrous. We've come a long way since those early 3d cards.
Note also that it uses multitexturing (for specular highlights etc) and textures with alphachannel...
That sort of stuff eats performance aswell.
Well anyway, why bother discussing it any longer. It was the best 64k intro at MS 2k2, and for a good reason. If one person finds it low-poly count, that doesn't change anything. - isokadded on the 2002-04-19 23:18:31
- 64k Amiga PPC/RTG Planet Potion by Potion
- GLQuake is about the only thing simple enough for a Permedia2 or Voodoo1 to pull off at a decent resolution/framerate.
- isokadded on the 2002-04-19 19:39:44
- 64k Amiga PPC/RTG Planet Potion by Potion
- Uhhh, the key to unrolling loops is that you can process multiple iterations in parallel, and pair them up nicely. Which covers your 'correct placement and usage of instructions'.
But apparently you've never coded ASM, let alone PPC ASM.
And do you remember how blocky Quake 1 was? - isokadded on the 2002-04-19 18:36:25
- 64k Amiga PPC/RTG Planet Potion by Potion
- 64k border DOES have to do with that.
They can't optimize all code for speed.
Small code is usually slow code.
If you know ASM, you know exactly what I mean.
These people crammed a LOT of stuff in 64k, so I assume they didn't have enough room to unroll and speed-optimize all their code.
And get a clue about how slow a 200 MHz 603e and a Permedia2 really is. - isokadded on the 2002-04-19 16:43:29
- 64k Amiga PPC/RTG Planet Potion by Potion
- By the way, the DivX were recorded from the following machine:
A1200 with Blizzard PPC 603e @ 200, 68040 @ 30 (yes overclocked:-)
So it's quite a bit slower than the compo machine (A4000 with PPC 604e @233MHz and 68060 @ 50) - isokadded on the 2002-04-18 23:14:47
account created on the 2001-09-20 02:13:18
