Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.3 4.3bsd-beta 6/6/85; site caip.RUTGERS.EDU Path: utzoo!linus!philabs!cmcl2!harvard!seismo!caip!gutfreund%umass-cs.csnet From: gutfreund%umass-cs.csnet@CSNET-RELAY.ARPA Newsgroups: net.micro.amiga Subject: Graphics Hardware Message-ID: <270@caip.RUTGERS.EDU> Date: Tue, 29-Oct-85 05:42:53 EST Article-I.D.: caip.270 Posted: Tue Oct 29 05:42:53 1985 Date-Received: Fri, 1-Nov-85 00:49:55 EST Sender: daemon@caip.RUTGERS.EDU Organization: Rutgers Univ., New Brunswick, N.J. Lines: 14 From: "Steven H. Gutfreund"Could someone explain to me how do the various hardware features on the Amiga (like sprites) improve its performance for doing animations? What is speciffically (from a hardware viewpoint) the advantage of the sprite hardware, over a traditional RastorOp machinery (compare it to something like Bechtolsheim's SUN implementation, with the data and address lines both being used simultaneously to pump data to the RastorOp board and improve through-put). Is there any other animation hardware on the graphics board that is interesting? - Steve Gutfreund gutfreund@umass.csnet