patsu said:Is this the general problem that makes it hard to parallelize Cell programs (Other than the regular OOE stuff) ?
What would you say it means then, if you know that your words are going to cause a massive and sensationalistic response, and you say them anyway without regard for the outcome?_xxx_ said:If I was someone like JC, I'd never make any such comments. Most devs don't and such discussions show you why they don't. Everything gets blown out of proportion and ripped out of context in search for sensationalistic flame-inducing nuggets...
This part is realistic ...patsu said:To make the problem more realistic, what happens if the actors decide their next moves by observing other actors ? e.g., if actor A realizes that it can't compete with B for chair X after a few steps, and decide to go for chair Y.
In this part they are behaving like they are capable of instantaneous communication and cooperative problem solving ... how often would you want to simulate that?A greedy + localized algorithm may lead to a local optimal solution (which may or may not be acceptable).
Nite_Hawk said:What would you say it means then, if you know that your words are going to cause a massive and sensationalistic response, and you say them anyway without regard for the outcome?
Nite_Hawk
_xxx_ said:As said, maybe it was ripped out of context or whatever, but I surely don't know what his motives are. I said that I would never comment any such stuff
Could we please stop telling that Carmack is lazy ? He is still searching and finding new ways to solve problems. The perfect example is the megatexture-thingy. He talked about it back in Trinity days, full surface unique texturing was something he was experimenting with in 1999. He is not the kind of guy doing a patchwork Engine with all the bells and whistles that everybody does, so repeating that he is lazy ad nauseam is unfair.I do think JC is a bit lazy in terms of finding out new ways to solve problems he's been solving already on a platform he's used to.
pcchen said:The limited amount of local memory could be a problem when you need to know whether an agent sees another agent. This is not a local problem.
So consider this: you need to know, for one agent, which agents s/he can see. Now it's a global problem because you need to know the position of all agents in his/her proximity and the terrans/buildings between him/her and these agents for occlusion tests. These kinds of works can dominate the process of these agents.
Arwin said:I think DemoCoder is spot on.
Re John Carmack, is this even a recent interview? It sounds exactly like what he said last year.
TrollFace said:On the other hand we have EPIC, also regarded to be on top of 3D-stuff with their talent and experience , running only one core with Gears, struggling for a already a year now with their multi-core renderer, although they seem to come close finshing that one soon. I mean, if EPIC has a problem with getting this up and running, what are the odds lot's of other 360-devs have. I say high. Most of the 360 launchgames only used 1 core too is what I heard.
Kolgar said:Ah! There it is. Are you sure? I'd asked this question a few days ago but most seemed to think Epic HAD to be running on three cores by now.
How reliable is this information? Thanks in advance.
Technically 7 on the PS3, isn't it? What with one SPE disabled and one dedicated to the OS and underlying software...?Acert93 said:Even if a game runs on 3 cores (or 8 on the PS3) that tells us little about utilization and effeciency.
Btw, nice to see ya back Kolgar
cthellis42 said:Technically 7 on the PS3, isn't it? What with one SPE disabled and one dedicated to the OS and underlying software...?
DemoCoder said:By definition, if agents need to know about agents and terrain in proximity, it is a local problem. One does not need an exact solution for occlusion/visibility tests, and agents are permitted to have blind spots, to "miss details".
DemoCoder said:With just 128k of RAM, you can fit 10k hull vertices for visibility checks, which I think is overkill.
As Acert said, at GDC they said they were still on 1 core, working on the second core to double framerates. And in other interviews Rein/Cliffy/Sweeney said they were working hard on finishing the new mult-threaded renderer. Don't know why they are using the term renderer when they are talking about using the X360 CPU, I guess the GPU won't do all the graphical rendering for EPIC, or maybe they are just talking about physics rendering.Kolgar said:Ah! There it is. Are you sure? I'd asked this question a few days ago but most seemed to think Epic HAD to be running on three cores by now.
How reliable is this information? Thanks in advance.
TrollFace said:Btw, still wonder if the guy working on a daily basis on the PS3 with his team to know what he is talking about, looks like he's still mainly focussed on PC, 360 and handheld stuff. He has a very pronounced opinion in every interview about the Cell, but is he actually working on a game or engine to really know what he is talking about, on an official PS3 devkit, or is he just making general guesses. If that's the case, his opinion looses significant weight. I prefer the expert opinion from devs that are digging deeply into the system, making progress he may not have been thinking about.
mckmas8808 said:I'm wondering that too. I wonder what a conversation would be like between John Carmack and nAo?:smile: