@mdscntstmgm@cgzwolfman@fabynou Yep, tbh I did same setup like yours 5x86@160 with timing 3-1-1-1. Probably on 40 MHz host bus one cycle for mem read is out of limit even for fast chips. But I think that 6 cycles vs 9 cycles for burst read do not change much. Additional 27MHz on other hand did 😅
@dark1x For that time it was super advanced game design😅 I remember that it was unbelievable that guys from Core figured out how control and build the game in 3D with traversing similar to 2D platformers. I think that level of challenge was below average 2D platformer.
@mdscntstmgm@cgzwolfman I had similar behavior when was testing cache timings in 486. In my case collisions was not alway detected. Doomguy was running through the wall from 1/3 of the tests. @fabynou you have idea why ? I had impression that demo mode in doom is fully deterministic.
@Dachsjaeger For me also Doom3 was super impressive. I remember when early version leak and everyone was try it. @Dachsjaeger back then have you play with quake Tenebrae mod? It was looking also super cool as for that time.
@66mhzBrain Socket 5 is very interesting also for me. I’m currently fixing socket 5 NX motherboard and it is very similar to Socket 4 (pcb layout is even the same). Early pentium era experiences without spending hundreds €.
@IanCutress on CP2077 1.5 you can run benchmark from cmd.
Cyberpunk2077.exe -benchmark
by defult it save results in Documents\CD Projekt Red\Cyberpunk 2077\benchmarkResults\
You can override output with.
Cyberpunk2077.exe -benchmark -benchmarkOutput="c:\benchmarkResults"
@Bolverk15 <3 yes, thank you! But I would not be surprised if either no one would or if it would take a long while. It's difficult to convey how much more difficult and expensive CP FPP narration is in the long run. Classic cinematic narration, on the other hand, with objective... 1/x
It was great to hear both John’s on 30th anniversary. All discussed practices from doom and quake development days are still update. It is not surprising that doom was such phenomenon. It was done by super intelligent, experienced devs in canonically process.
Midnight cometh! SIGIL II launches in just hours to celebrate DOOM's 30th Anniversary. Join me at 10pm GMT for a quick, live unboxing on Twitch. https://t.co/bODJojudA5
Only two more days @romero and @ID_AA_Carmack live about DOOM. For me most important event this year. These pioneer’s and their products define me as gamer and game developer.
In addition to SIGIL II (https://t.co/Etat3Xllsg), I've got some other great news to celebrate DOOM's 30th Anniversary. Join me and John Carmack @ID_AA_Carmack to discuss DOOM live, moderated by David L. Craddock @davidlcraddock. Dec 10 8pm GMT on https://t.co/r4PKfgG4af. Thanks for playing our games!
Got my contributors’ copy of Game Audio Programming 4
Can’t wait to read the chapters from the other contributors!
Out December 6th, it’s the perfect stocking filler for the audio programmer in your life (disclaimer: may require book shaped stockings)
Our landing on Regis III has ended with success. We are receiving positive feedback from all around the cosmic plane. 91% of our Steam community (from 142 reviews) appreciates #TheInvincible.
Thank you for all the kind words and support. Let us continue this mission. Together.
The first 19-minute gameplay by @IGN has just landed. Put your astrohelmet on and take the first step on the eerie land of Regis III.
https://t.co/TyWdQqhjuv
#GameplayVideo#gameplay#theinvincible#scifi