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Mail Archives: opendos/1997/05/14/20:48:30

From: leathm AT solwarra DOT gbrmpa DOT gov DOT au (Leath Muller)
Message-Id: <199705150046.KAA23687@solwarra.gbrmpa.gov.au>
Subject: Re: OpenDOS graphics drivers
To: pierre AT tycho DOT com
Date: Thu, 15 May 1997 10:46:40 +1000 (EST)
Cc: opendos AT delorie DOT com
In-Reply-To: <Pine.LNX.3.95.970514130343.17340A-100000@55-174.hy.cgocable.ca> from "Pierre Phaneuf" at May 14, 97 02:04:12 pm

> > Even though a DOS 16bit program doesn't have scheduling to worry about,
> > it still only runs at half the speed of a 32bit program; under NT and Win95
> > you can also set the priority of a program to 'real-time' which pretty much
> > takes over the operating system completely.
 
> 32 bit isn't double the speed of a 16 bit program! The *main* advantage
> that you can access larger areas of memory at once. For example, you can
> use a linear frame buffer, instead of using 4 segments and bank switching
> to access the video card. This is a *bit* faster since you don't have to
> bank switch, not because of using 32-bit instructions. Of course, using
> 32-bit instruction will help a bit too. Under NT, an ordinary user cannot
> set a priority to real-time BTW.

Ok, first off, if 32 bit isn't that much of an increase, why aren't we all
still using 16 bit? :)  I just don't think there is any argument between the
advantages/speed etc of 32bit and 16 bit... As for NT, a program run by a
normal user (not the administrator) can update its priority to real time;
it uses a hack though... Its basically a program dependent thing which I
have seen running, I just have no idea how to do it... :)  (Basically, the
game sets itself to real-time priority, and then sets itself back to normal
priority if alt-tab/alt-enter etc is hit)
 
> > > There's a Quake version for S3 ViRGE chipsets, this is what you should
> > > compare a WinQuake using DirectX 3.0 drivers, on the same system (using a
> > > ViRGE video card, of course!). 
 
> > Are you talking about 3D acceleration in hardware? I Don't have that yet... :)
> > I am talking sheer CPU power...
 
> The only two advantages of DirectX is that it gives any program access to
> all the features of hardware acceleration (which is interesting) and
> overcome the GDI, which is a GUI-only concern, since there's no GDI to
> overcome in DOS. 

Wouldn't it be great though if OpenDOS had access to all the features of
hardware acceleration? I have written tests to check on the speed of DirectX
blits from a backbuffer and software blits under DOS (even using the FPU
load/store method) and windows still outperformed DOS... Now if I could use
the hardware acceleration of my card in DOS, I'm sure it would outperform
the windows stuff, but remember, a 640x480x32 framebuffer is 1,228,800 bytes;
at 30FPS thats 36Mb to transfer - if you have hardware accleration moving
that around for you, thats a lot of spare time for the CPU - more than the
overhead of scheduling and task switching (if the game is the only thing
running)

Leathal.

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