On 29-Aug-06, at 4:03 PM, David Masover wrote:
Hans Reiser wrote:
David Masover wrote:
John Carmack is pretty much the only superstar programmer in video
games, and after his first fairly massive attempt to make Quake 3
have
two threads (since he'd just gotten a dual-core machine to play
with)
actually resulted in the game running some 30-40% slower than it did
with a single thread.
Do the two processors have separate caches, and thus being overly
fined
grained makes you memory transfer bound or?
It wasn't anything that intelligent. Let me see if I can find it...
Taken from
http://techreport.com/etc/2005q3/carmack-quakecon/index.x?pg=1
"Graphics accelerators are a great example of parallelism working
well, he noted, but game code is not similarly parallelizable. ...
The downside is, most game developers are working on Windows, for
which FS compression has always sucked. Thus, they most often
implement their own compression, often something horrible, like
storing the whole game in CAB or ZIP files, and loading the entire
level into RAM before play starts, making load times less relevant
for gameplay. Reiser4's cryptocompress would be a marked
improvement over that, but it would also not be used in many games.
Gamer systems, whether from coder's or player's p.o.v., would appear
fairly irrelevant to reiserfs and this list. I'd trust Carmack's eye
candy credentials but doubt he has much to say about filesystems or
server threading...