[quote name='kskunk' date='Sat Apr 3, 2010 12:40 PM' timestamp='1270323657' post='1980079']
[quote name='kool kitty89' date='Fri Apr 2, 2010 11:41 PM' timestamp='1270276863' post='1979700']
Why does it take 188 ns for an access and not 150 ns? Colock for clock, that's greater latency than the Amiga, isn't it?
[/quote]For example, here in 2010, we have GDDR5 DRAMs that move data at 450x the speed of the Jaguar's DRAM -- 0.16ns per transfer! And yet the random access (active to active) time is 45ns. In other words, access time barely changed in 17 years -- likewise, it had barely changed in the 8 years between the Amiga and Jaguar.[/quote]
Oh, so it's just a bit of coincidence that the Amiga's DRAM access times mesh with the interleaving timing for the 68k? (280 ns)
[quote]
In 1993, the Jaguar DID support 2-bank interleaving, but you needed twice the DRAM chips to use it (i.e., either 1MB or 4MB). With bank interleaving, you get to keep those 75ns accesses as long as each master accesses its own bank. In this mode, the 68K (and other processors) can share the bus more fairly as long as you allocate memory carefully.[/quote]
That sounds like it might have been useful in the Jag II (on top of the additional caching). Hmm, did the CoJag use that feature with DRAM+VRAM, or was that set-up differently?
Does it require equal sized banks, or could you have one 512 kB bank (4x 128 kB 16-bit chips) plus the 2 MB? (obviously, interleaving would be limited to the 2x512 kB range)
[quote]The downside is that it's not cheap.[/quote]
Unless you opted for only 1 MB of RAM, but then that adds all kinds of other compromises, especially for multiplatform releases; many PC games had to be whittled down and optimized to work witht he limited RAM on contemporary game consoles as it was, and even then there were cases of the game engine being completely re-done (like Quake on the Saturn)... though it's still a better case than the 32x.

(skimpy 256 kB, plus 2x128 kB for the frame buffers)
[quote]There's really no reason to do such expensive things: The cheapest solution is buffering and caching, and the Jaguar has quite a bit of that, just in the "wrong places" for certain types of games (namely the kind popular in 1995).[/quote]
Would gouraud shading be one of those "wrong places"?
Again, it's completely understandable that Flare wouldn't have been able to predict the ideal optimizations int he timeframe the Jag was designed, especially considering its starting point. Honestly it could probably have been a lot worse in that respect, ie had it been less flexible and more optimized for those "wrong" areas. Even so, I think we've established in this discussion that some options were likely not possible given the timeframe and budget limitations, or at least Flare seemed to thin so. (like using one of the RISCs as the system host and implementing a cache for it)
Didn't the texture mapping feature of the blitter get added somewhat late in the design, or at least enhanced over what it originally was?
I am a bit curious why ARM wasn't one of the supported CPU architectures though, x86 and 68k make sense given the popularity (and use of both in past Flare projects), and MIPS makes sense too to include, but it really seems like ARM would have been an attractive choice to support given it's low-cost orientation. (and it'd been around for a while, albeit not quite as long as MIPS) Perhaps the architecture was more difficult to support along with the other choices, but if anything it would make more sense than MIPS in the context the Jag was being developed.
I can't seem to find the quote right now, but I know Carmack made some suggestions on the Jaguar's weak point, including one specific comment on buffering the blitter.
[quote]
With the amiga, the chips can access the bus at greater than 280 ns, but that starts cutting in on the 68k's time, right? While the 68k is halted, the chipset can access at 140 ns, can't it?
[/quote]
Are you saying the classic Amigas can use page mode? That doesn't seem right to me, especially since video memory is non-sequential in the Amiga (it's broken into planes, so each subsequent video or blitter access MUST be a random access). Maybe an Amiga expert can pipe up.[/quote]
Oh... at some point I'd gotten the impression that the Amiga (and ST) were using faster DRAM than that... but if it's just 280 ns (or 250 ns for the ST), I was mistaken.
[quote name='kskunk' date='Sat Apr 3, 2010 1:18 PM' timestamp='1270325916' post='1980111']
[quote name='remowilliams' date='Tue Mar 16, 2010 5:31 PM' timestamp='1268778698' post='1965595']
Congratulations to this thread for lasting longer than the commercial life of the Jaguar...

[/quote]
It's the ultimate armchair quarterback thread.
But the title may as well be, 'It's 1993, despite 5 strokes and 3 heart attacks, you had a pretty good 100th birthday! Even though you're confined to a wheel chair, you can still move your left hand slightly. So, how do you plan to win the Superbowl?'
In all seriousness, Atari deserves a ton of credit for making it all the way to the kickoff line before keeling over.[/quote]

Nice analogy there. Heh.
I know some comments have been made about management under Sam Tramiel in general though, not in the Jaguar specifically either, but going back to Jack's retirement and the decline of the ST thereafter... Obviously the North American market was going to be niche for any non-PC platform, and Commodore had their own management/marketing issues too, but it seems like Europe didn't really start pushing towards PC until after the ST and Amiga stated their decline.
But the only real bearing that had on the Jaguar was that Atari had no supporting product to maintain funding, which explains some of the desperation and questionable decisions made with he Jag. Though I still think it should have been apparent that pushing in Europe would be advantageous -reputation/brand recognition of the ST (and Lynx in some cases), better suited for viral marketing, etc.
The computers were dying off and Atari hadn't had big video game sales since the 7800 and VCS died off around 1990 (slightly later in EU), the Lynx was moderately successful in a few regions, but not nearly enough to be the main product. The Panther was obviously a no-go as well. Although an ST derived gaming platform might have been good in the late 80s (a 1990 release or later would probably have been too late, at least in North America), but any plans for that seem to have been abandoned, perhaps in part due to plans for the Panther.
However, there's still that one other think I mentioned a couple posts ago. I know we've already been through second-guessing Flare as they were, in most respects (other than pure hindsight), much more familiar with the engineering trade-offs and time constraints as well as practical options at the time, but I do wonder if something between the Panther and the Jaguar might have been possible.
The part of the Jaguar tracing to the Panther design is the object processor, but the Jaguar's object processor alone (which was much more practical due to the ability to work with DRAM) would probably have been a bit weak at the time, or a bit specialized at least.
The heart of the Jaguar design is the Blitter and Object processor, so again, the minimum usefulness of the system hinged on the completion of those chips. So IF, and that's a big IF, just those parts could have been completed alone significantly earlier than the full Jaguar (perhaps without all the features the blitter had in 1993), that might have been something -so just the object processor, blitter, and a host CPU (almost certainly a 68000). Some separate I/O hardware and sound hardware should have been fine. (for the latter, the Falcon's 8-channel DMA sound hardware would probably be nice, possibly some of the same I/O hardware used int he ST/Falcon too)
Again, 1992 would be pretty late into the 4th generation console market, less so in Europe, but the Jaguar still had pretty impressive hardware at the time, and it seems like a lot of the 2D and pseudo 3D games could have been done fairly well without the RISCs (obviously not the advanced Voxel/Raycasting stuff -or at least not nearly as fast or advanced). Perhaps some interesting vector-line (wireframe) based stuff could have been done -or mixed with 2D rendering too.
One important thing would have been Atari not being in quite as bad financial shape at the time... Then again, any other reasonably successful product would have helped similarly, especially a video game related one -to get the name back on the North American mainstream game market. (given the time, an ST based system was probably the only reasonable option -and probably a possibility once the BLiTTER was available -plenty of other options for sound if the STe sound hardware wasn't available)
Edited by kool kitty89, Sat Apr 3, 2010 4:26 PM.