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From: es1@cunixb.cc.columbia.edu (Ethan Solomita)
Subject: Re: Games vs. OS
Message-ID: <1991Apr1.195352.25846@cunixf.cc.columbia.edu>
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Reply-To: es1@cunixb.cc.columbia.edu (Ethan Solomita)
Organization: Columbia University
References: <mykes.0950@amiga0.SF-Bay.ORG> <1991Apr1.114835.22354@cunixf.cc.columbia.edu> <91091.084701DXB132@psuvm.psu.edu>
Date: Mon, 1 Apr 1991 19:53:52 GMT

In article <91091.084701DXB132@psuvm.psu.edu> DXB132@psuvm.psu.edu writes:
>In article <1991Apr1.114835.22354@cunixf.cc.columbia.edu>,
>es1@cunixb.cc.columbia.edu (Ethan Solomita) says:
>
>>        Deep market penetration of the 030 may be a little
>>unrealistic in the short term, but how about 1MB? How much worse
>>does a game that requires 1MB sell than a game which requires
>>512K?
>
>Unfortuntely, that extra 512K is not the chip RAM that most games
>need. Shadow of the Beast II code is less than 40K, the rest is
>graphics and sound, so there is little benefit in having 512K of slow
>RAM, except as a disk cache. And the extra 512K appears whereever, so
>the usual practice of ORGing code and data is out. Dungeon Master
>can use it (waste it) because it is a large Aztec C program that
>multitasks.

	But you can't knock using it as a Data Cache. Like I say,
waiting for the disk to load up the next scene is quite tedious.
Information can be pre-loaded into the extra 512K, all program
code can be moved into it, and 40K does make a difference, also
double-buffering can occur. And although that might not be fast
enough for 60fps animation, it should be fast enough for
digitized sound in many cases.


>
>-- Dan Babcock


	-- Ethan

Q: How many Comp Sci majors does it take to change a lightbulb
A: None. It's a hardware problem.
