Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!swrinde!mips!pacbell.com!tandem!zorch!amiga0!mykes From: mykes@amiga0.SF-Bay.ORG (Mike Schwartz) Newsgroups: comp.sys.amiga.advocacy Subject: Re: MegaMac Message-ID: Date: 8 Jun 91 20:49:35 GMT References: <55538@nigel.ee.udel.edu> <1991Jun5.205127.18205@neon.Stanford.EDU> <6558@iron13.UUCP> Organization: Amiga makes it possible Lines: 34 In article <6558@iron13.UUCP> dusek@motcid.UUCP (James P. Dusek) writes: >torrie@cs.stanford.edu (Evan Torrie) writes: > >>PYC136@uriacc.uri.edu (Andy Patrizio) writes: > >>>Secondly, what in the world do you need 128 Meg of RAM for? Even UNIX doesn't >>>suck up that much memory. > > Just think of all the really neat games you could play :) After all >a game designer would just love to have all the memory to play with. And >just think, you could have a REALLY big ram disk,like 100megs.:) > > -J.Dusek- A game designer/programmer's point of view: 128Megs gives you about 17 seconds worth of animation using HAM-E 640x400x4 bitplanes uncompressed. 128Megs lets you do 24 bit lookup tables for speed that some applications might really benefit from. 128Megs gives you 13 minutes of CD quality stereo audio In retrospect, the VIC 20 had 8K of RAM, the C64 64K of RAM, the PC 640K of RAM, and the A3000 can easily have 6.4Megs of RAM. 64 Megs of RAM and then 640 Megs would follow this same progression. Today's applications (like X-Windows) were unfathomable just a few years ago. Tomorrow's applcations are likely to support, require, and benefit from huge amounts of RAM. -- **************************************************** * I want games that look like Shadow of the Beast * * but play like Leisure Suit Larry. * ****************************************************