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PTDQ - faster C2P
Quite a regular
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Just released.

PTDQ is a video system for AGA Amigas that provides a chunky-to-planar method which is faster than the traditional ones. It is the higher-quality brother of PTDS (formerly PED81C), another system based on the same core principle.

SIMPLIFIED COMPARISON CHART
----------------+------------+----------------+--------------+---------+------
                | 
horizontal maximum number color choice visual  |
         
system resolution |      of colors freedom      quality speed
----------------+------------+----------------+--------------+---------+------
           
PTDQ full       |            256 | **           | **      | **
           
PTDS half       |             81 | *            | *       | ***
traditional C2P full       |            256 | ***          | ***     | *

          
C2P PERFORMANCE COMPARISON SUMMARY
---------+---------+------------------+---------------
         |         | 
C2P conversions  C2P conversion
 machine 
routine per second       time (frames)
 --------+---------+------------------+---------------
 
A1200   PTDQ    12.670  (+2.493) | 3.946 (-0.966)
         | 
K030    10.177           4.912
 
--------+---------+------------------+---------------
 
A1200B  PTDQ    50.098 (+13.425) | 0.998 (-0.365)
         | 
K030    36.673           1.363
 
--------+---------+------------------+---------------
 
A1200PS PTDQ    86.340 (+12.494) | 0.579 (-0.098)
         | 
K040    73.846           0.677
 
--------+---------+------------------+---------------
 
A1200TF PTDQ    67.689  (+4.699) | 0.738 (-0.055)
         | 
K040    62.990           0.793
 
--------+---------+------------------+---------------
 
A4000CS PTDQ    72.690  (+7.614) | 0.687 (-0.081)
         | 
K040    65.076           0.768

A1200
:   Amiga 1200
A1200B
:  Amiga 1200Blizzard 1230 IV68030 50 MHz60 ns RAM
A1200PS
Amiga 1200PiStorm32-liteRaspberry Pi CM4firmware v1.04
A1200TF
Amiga 1200TerribleFire TF126068060 50 MHzfirmware 68090
A4000CS
Amiga 4000NTSC PAL-jumperedCyberStorm MK III68060 50 MHz

PTDQ 
PTDQ_DoC2P()
K030/K040 Kalms c2p1x1_8_c5_030_2() / c2p1x1_8_c5_040()


Video: https://www.youtube.com/watch?v=witR2EE9No8

[The video quality of the real machine output is heavily affected by the fact that the scandoubler did not support SHRES (so a real-time software trick was used to somehow produce the colors, although it is only a visual illusion and causes a sort of rasterline effect), the monitor did not support progressive PAL and the video was captured with an ancient phone at just 24.917 Hz. YouTube's compression degraded the video quality.]

Full details are provided in documentation included in the archive that can be downloaded from https://retream.itch.io/ptdq.

RETREAM - retro dreams for Amiga, Commodore 64 and PC
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Re: PTDQ - faster C2P
Not too shy to talk
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hypothetically could this be used in an operating system app, especially, a web browser that has an off screen buffer where the html/css has been rendered into a chunky bitmap, and then the actual browser needs to blit sections of that into the real screen buffer to show the rendering in a window

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Re: PTDQ - faster C2P
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@NinjaCyborg

Technically yes, but the LORES resolution and the lack of clarity wouldn't be suitable for web pages.

RETREAM - retro dreams for Amiga, Commodore 64 and PC
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Re: PTDQ - faster C2P
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it doesn't work at hires 256 colours on AGA?

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Re: PTDQ - faster C2P
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@NinjaCyborg

No, because it uses SHRES to simulate LORES dots.

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Re: PTDQ - faster C2P
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It looks really great and fast :) but what games profit from it ? and how it works ? can i just load this, install it and start like Wolf3D to get more fps ?

im just not so much into this :)

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Re: PTDQ - faster C2P
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@manga303

It's for developers, so only future games/demos will benefit from it - if any will use it at all, that is.

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Re: PTDQ - faster C2P
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This video shows the Amiga AGA chipset combining 3 full screen 8-bit layers (or playfields, if you prefer) using various 8-bit alpha values.





LAYERS

Background:
* PTDQ system
* 320x200 dots
* max 256 colors

Middleground:
* PTDS system
* 160x200 logical dots, 319x200 physical dots
* max 16 non-transparent colors
* each base color can have an arbitrary 8-bit alpha (actually used: 0 for complete transparency, 128 for dark colors, 255 for bright colors)
* "native" chunky dots (i.e. each byte in the layer buffer corresponds to a dot)
* triple buffer

Foreground:
* PTDQ system
* 320x200 dots
* max 81 non-transparent colors
* each base color can have an arbitrary 8-bit alpha (actually used: 0 for complete transparency, 192 for see-through graphics, 255 for solid graphics)


NOTES

* The color model is RGBW for all the layers, but each layer could use a color model of its own without making any difference performance-wise.
* If the middleground had used PTDQ, its size would have been 320x200 dots and its maximum number of non-transparent colors would have been 81. However, that would have required the PTDQ C2P conversion.
* If the middleground did not use 100% transparent dots, its maximum number of colors would have been 81.
* If the foreground did not use 100% transparent dots, its maximum number of colors would have been 256.
* The display size is actually 319x200 dots to hide the leftmost column of dots, as PTDS requires a 1-dot shift to the right for the even bitplanes.
* The ball is rendered by scaling and flipping in real time a 128x128 chunky bitmap.
* The ball is wiped by means of both CPU and Blitter. The logic that handles the geometry still needs to be refined in order to provide a massive speedup.
* For convenience, the video has been recorded with WinUAE.
* On a stock Amiga 1200, the demo runs at 50 fps except when the ball covers most of the screen (in that case, the frame rate drops proportionally to the size of the ball); the slowdowns will be greatly reduced once the wiping is optimized.
* On an accelerated Amiga, the demo runs at steady 50 fps.
* YouTube's encoding reduced the saturation of colors.


CREDITS

The graphics have been obtained by processing the following pictures:
* boing ball: from OBLIGEMENT / http://obligement.free.fr/gfx4/boingb ... tree_amigacorporation.png
* Earth: from https://cronianverse.fandom.com/wiki/Earth
* plate: from Freepik / https://www.freepik.com/premium-ai-ima ... -background_277147660.htm
* porthole: by winwood1, from Wallpapers.com / https://wallpapers.com/png/round-porth ... 024-zmsra0nm6gp8hvuv.html


Edited by saimo on 2025/9/16 7:46:03
Edited by saimo on 2025/9/16 7:50:26
Edited by saimo on 2025/9/16 7:55:05
RETREAM - retro dreams for Amiga, Commodore 64 and PC
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