Path: utzoo!utgpu!jarvis.csri.toronto.edu!cs.utexas.edu!uwm.edu!ogicse!blake!ridges From: ridges@blake.acs.washington.edu (ryan ridges) Newsgroups: comp.sys.apple Subject: Re: Lack of games for the GS Message-ID: <5873@blake.acs.washington.edu> Date: 22 Feb 90 00:03:14 GMT References: <1580@crash.cts.com> <8776@wpi.wpi.edu> Reply-To: ridges@blake.acs.washington.edu (ryan ridges) Organization: Taito Software Lines: 27 More colors would be swell for static pictures, but if they don't come with a "proportional" speed increase the GS'll come out just another fuel-starved economy machine that doesn't live up to its dangerous name. More colors means more bits/pixel, which means animation programs (read "games") will have to work harder to move the same on-screen square footage. The shocking truth: a single store instruction can put down 7 standard-hires pixels on an 8-bit apple 2. On the GS, with its 16 colors, the same instruction puts down only 4 pixels -- even though the GS has 16 bits under the hood. Since the GS runs about twice as fast as an 8-bit apple we're roughly breaking even in raw animation capability. That's a seriously simplified argument, but it hits the basic problem. If they add colors without enough speed I'm afraid they'll nuke GS games back to the stone age of tiny, featureless, cave-dwelling characters. All this assumes they're not cooking up other hardware help -- blitters and the like. I'm not holding my breath yet. Another problem is the lack of a second super hires display buffer on a "stock" GS. "Page flipping" let 8-bit apple programs run at variable frame rates and remain flicker-free without having to keep one eye on the monitor's vertical blanking status. The GS can be sorely strapped to keep up with it's own display in any but minimal animation situations. If I can't have both, you can put me down for speed. Ryan Ridges