Amiga games : AGA vs ECS OCS Part 2
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- čas přidán 12. 11. 2022
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Brian the Lion,
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Colonization,
Fightin' Spirit,
GUNSHIP 2000,
Heimdall 2,
Ishar 2,
JetStrike,
Naughty Ones,
Stardust and Super Stardust,
UFO,
Amiga games : AGA vs ECS OCS Part 2
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AGA positively SHINES on the modern Amiga Demoscene, but here, it's just slight improvements here and there.
I have always been amazed by the skill of the artists to make non AGA version look so good with the reduced pallette. Techniques such as dithering surely were helpful.
What this mostly shows is how little effort was put into AGA versions. Few extra background layers and job done, it was capable of MUCH more than this. The problem was that the user base of older machines was huge and by the time AGA started to sell Commodore was destined to fail, so there was never much serious development put into it.
This was worth watching. At the time AGA was a big step-up. Now, from a far future perspective (relatively), it's pretty insignificant, visually. It really does shine a light on how good those developers and artists to do so much with a 16 colour pallet (that is right, isn't it?). Apart from the strategy, an equal number of those comparisons, I prefer the non-AGA versions. Thanks for your time doing this.
The original Amiga chipset was so ahead of its time that you can hardly spot the difference when compared to the 24-bit color AGA
Or to look at the OCS-AGA comparison from a different perspective: by the time AGA systems were available, developers / publishers did not really care about the Amiga and made no real efforts to utilize the features of the AGA chipset.
@@HungarianDerrickRose yes, it is a fair point... but when I think "Shadow of the Beast" I can't imagine how much better could be an AGA version when the original uses more than 120 colors at the same time with perfect scrolling and large sprites... or Lionheart, in another example... these 2 games were just perfect I suppose
@@HungarianDerrickRose Publishers did care about the platform, so much so that many stuck with OCS while abandoning 16 bit console developement.
Developers were discouraged by Commodore to invest much into directly accessing the AGA/AA chipset as the announced sucessor, AAA, was incompatible with AGA.
They were instead encouraged to write games running within AmigaOS inorder to make them hardware agnostic, but C= didn't stuck around enough to realise this, the 1993 DevCon papers notes some major omissions such as no support for parallax scrolling or dynamic copper lists, which would have implemented in future OS releases.
@@CommonSense-hy2sn Pretty please - no sane developer would stick with a fading platform with major piracy problems at the very end of its life, I bet you can not give me any examples of this (with sources, and the indie developer from Ivory Coast with 1 published shareware title does not count). 16 bit consoles were just about entering their primes with game sales absolutely dwarfing the best ever Amiga game sales (millions vs maybe 1-2 hundred thousands). So unfortunately what you wrote does not seem to make any sense to me.
@@HungarianDerrickRose Uhm, what is up with the additude? I'm just telling you what Commodore was telling developers at the time.
To name a few, Psygnosis, Bitmap Brothers, DMA Design, Team 17 and Ocean Software published software longer for the Amiga than the consoles, some after Commodore's demise, a lot of them ended up doing pretty well.
Megadrive/Snes have a larger audience, but OCS is a much lower risk platform. e.g. Ocean cancelled the finished Mr.Nutz 2 for the Megadrive but not for OCS, Psygnosis cancelled Puggsy for SNES but not for OCS for the same reason.
If you insist on a source, there's a pretty cool channel from a Megadrive developer chronicling his dev days. czcams.com/video/XzeTpf1HGQE/video.html
Can't really source interviews from other websites here on the tube.
Quite interesting to see side-by-side comparison. Owned A500+ back in the days and never saw AGA models in action. I was already heavily into PC's. I always thought that there would be greater differences. Though I did see UFO in ECS Amiga and as mentioned had PC and to be honest the Amiga version was downright unplayable, but admittedly impressive to be able to run at all. AGA version though is very fairthful to PC and I actually like the sounds better in the AGA version. Anyway I think UFO was very late to even get into Amiga's. Actually quite interesting that it was even ported as I don't think the market share was quite good at that point anyway.
The 32-bit Amigas should have had chunky 3d graphics/polygons. AGA games were not a big enough improvement over the 7 year old chipset.
Amiga AGA's Alice is mostly Agnus ECS 2 MB e.g. 16-bit Blitter. Lisa is the only new chip design that fetches data up to 28 MB/s.
When there's a powerful CPU(e.g. PiStorm-Emu68), the Lisa chip has no problems displaying Star Wars Dark Forces at 50 to 60 fps and Quake 50 fps at 256 colors.
When HAM6 or HAM8 mode is used, the Alice chip bottlenecked Quake down to 39 fps despite using PiStorm-Emu68. Amiga OCS's HAM6 Quake result is 19 fps despite using PiStorm-Emu68.
For Doom, 68030 @ 50 Mhz with AGA rivals 386DX-40 with ET4000AX. 68EC020 @ 14 Mhz with ET4000AX is not enough just as 386DX-16 is not enough.
Great series of videos! I've really enjoyed looking at these comparisons. Very informative and totally well done!
Thank you very much for your comment.
It is very important to me.
I hope I can continue making good videos with your help. :-)
Most games that had versions for both offered minimal improvements between AGA and ECS, as they were usually developed and released together. More impressive were the rarer AGA exclusives.
Unfortunately lots of games didn't changed much and didn't use aga.
I remember that a lot (at least in the first years) that most games use the ST 16 colors graphics for both Atari and Amiga...what a shame lol
Totally agree...
386DX-16 (with 32-bit bus, 16 Mhz) wouldn't deliver sufficient "32-bit" 3D experience despite having a reasonably fast ET4000AX SVGA ISA card.
SNES covered late 16-bit 2D gaming with 256 colors.
Sufficient CPU power is needed to deliver a "32-bit" 3D experience beyond 16-bit consoles. The 386DX-40 PC provides "32-bit" 3D gaming experiences beyond late 16-bit SNES.
perfect video.Aga is an improvement. I wonder if amiga 1200 lived longer how her games would be
Fighting Spirit AGA runs at 50fps, this video is only at 30.
i am colour blid blind maybe that but still dont see any significant diffrence.
I had Simon the Sorcerer AGA which was much better than the OCS/ECS version. Great colours
What game is that @7:28 ?! I've never seen that before!
intro UFO: Enemy Unknown AGA / CD32. More info:
www.lemonamiga.com/games/details.php?id=3299
Even though I am an ATARI fan, call me silly, I cannot see the difference between 32c gfx and 256gfx, how come???
I understand you. That's why I made this video.
AGA was a technology that was barely used in games.
They put in the AGA game box and there were just a few tweaks to the game. But there are hardly any decent examples that were used 100%. A real pity...