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alanschu

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Everything posted by alanschu

  1. That would explain why some quick looking around had the latest DIMMs at 72-bit, since they have more pins. Thanks!
  2. Nah...bluff your way through it :D
  3. This is the first battle of the operation. The first battle of the German-Soviet War. Trust me...it's just beginning!
  4. My friend has dual monitors and plays games while watching movies. He says he needs a third monitor so that he can also forum as well.
  5. No. They were farking awesome beat-em-ups! Everyone complains about the death of the RPG and the death of the Adventure game. Where's the love for the long lost game genre that was the beat-em-up??
  6. I do have an uber-processor and 2 GB of memory now :cool:
  7. You might be able to squeeze out some more memory by making sure no unnecessary processes are running.
  8. alanschu

    NHL

    I really like MacTavish's interviews. He's very well spoken and respectful. He's certainly no Lindy Ruff.
  9. If you want to get into design (creating the game stories and whatnot), I'd suggest reading and playing video games. In fact, doing anything that has some sort of creative medium to it helps as well. Try to do things to keep the imagination going. Try writing stories or drawing pictures. If you're more into the programming, see if you can get your parents to get you a beginner programming book, and just chug away through it. It'll be a little slow going at first, but you'll know right away if programming is for you IMO, because doing little things that really aren't that significant will make you go "COOL!" and whatnot.
  10. Errrr....how could you miss Double Dragon??
  11. I liked my Ventrue playthrough, as well as my Toreador playthrough. I think the Malkavian is a dynamite second playthrough.
  12. alanschu

    NHL

    I would looooove for the top line to rebound after two subpar performances like that! GO OILERS GO!
  13. As far as I could tell, nothing. I think if you choose not to send it, Betruger sends it. If you choose to send it, well...then you sent it.
  14. Could you get a link of stuff such as the DRAM interface (wherever you learned about it being 48-bits) This is news to me and I'd like to read up on it.
  15. Oh believe me, I am well aware of this. Press releases from both Microsoft and Sony seem to be pressing the issue of bigger and better graphics. I don't have too much experience with workstation apps. I have heard that much of the insane memory requirements have to do with high end photo/video editting. There is 3D rendering though, in CAD files. I'm not sure what the differences would be between using CAD compared to playing a game. I do find it kind of interesting that much of the content creation for games is done on hardware that tends to outstrip the game it ultimately is played on. I'm not sure the differences there are between content creation and simply viewing the content though. I know I use a computer that is significantly faster than necessary for my software to run at an acceptable speed because I spend a lot of time doing repeated tasks, such as compiling. Memory usage goes up because I often load up the program with debug mode on, cycle through and look at source code in my IDE...all while running the program. I wonder if stuff such as this is part of the reason why RAM requirements go up with workstation applications. Content creation does seem more involved than merely viewing that content. I guess I can't really dispute that they could use computationally intense algorithms that require a lot of memory. It's just that in my experiences, stuff becomes computationally expensive because of the memory requirement. Memory is much more finite than time, so we find ways to limit memory usage, resulting in increases in computation time. Since you mentioned anti-aliasing, the idea of rip-maps is not popular due to memory requirements, so they dynamically create tables which is more computationally expensive. Well, if the assumption that half of the total memory is going to be used for graphics anyways, then I guess you could still have the SPE's work on geometry, as RSX's memory works on other things. The Cell can still write to graphics memory really fast, and the RSX can read from the main memory really fast. As for the other uses of the SPE's. I think it might be our previous experiences that may be clouding the issue. Historically floating point operations have been significantly slower than integer operations. As a result, many abstractions of floating point are made, converting them into integer ops in order to speed them up. If the Cell is really as much of a FP beast as Sony and IBM say it is, then I'm curious if the abstractions we make will be as necessary (and maybe have the benefit of limiting memory requirements as a latent benefit). In the old thread (before you even registered here), I suggested the possibility that AI could possibily benefit, as the calculation of continuous Random Variables to help make decisions at nodes more accurate and perhaps more dynamic. My experience with ORTS (you can see me, Allan Schumacher, worked on it last summer) had me working on breaking the map down into triangles (and not just the 3D rendering triangles, so I couldn't use that information) in order to help reduce the search space for A* pathfinding. Currently, most games make a tile based abstraction, and I believe Bioware mentioned they plan on going back to a tile-based pathfinding system for Dragon Age from I think a hexagon based system for Jade Empire, and I think KOTOR. A hurdle we found with breaking the world down into triangles is that they weren't uniform (we'd pick ends of line segments and connect them to the corners of other line segments). Determining location became a bit more problematic, especially if a triangle was very large (for instance, a Square room would be cut into an X as the corners connected each other, so you could have 4 large triangles). The situation ended up becoming more floating point intensive, and was starting to see diminishing returns in performance (it was also complicated...so maybe the PS3 is teh suck!). We also analyzed combat AI, specifically concentration of fire. We solved n vs. 1, but trying to decide which units our guys should concentrate their firepower on in n vs. many was much more difficult. We ended up using a simple Monte Carlo and iterating over the possibilities to see if we could find a pattern to the results and perhaps some sort of equation (and maybe even a proof!). We ended up playing around with ratios of firepower, cooldown, and hitpoints (we didn't want to consider the fact that some units might do different damage depending on the unit). As units get added/removed from battle, we ended up doing a lot of ratio calculations trying to determine the most efficient way to kill the enemy units. It ended up having a fair bit of repeated floating point calculations as a result. I do know that robotics AI has been hindered by limited Floating Point power. Interesting Read On a final note, anything that could benefit from statistics (particularly of the Random Variable kind) could find itself benefitting from the SPEs. We're just familiar with Physics and Graphics right now, because we can't really "cheat" and abstract things into integers for these.
  16. Well, THAT was an action filled turn. You killed poor Hans!!!
  17. Limiting "art" to stuff like paintings and sculptures, is a cheap shot to a lot of artists out there IMO.
  18. Errr, there's also no reason why databandwidths would necessarily immediately double. Much of the instructions a CPU deals with doesn't even need to leave the die itself. I'm pretty sure memory already has a 64-bit interface. Or did it go up to 72 with the new DIMMS? The only place I can see there being a cause for a large bandwidth requirement is if everything suddenly needed 64-bit blocks. I imagine that a word of memory will move up to 8 bytes. But not everything is word aligned. Loading in a string will be faster, because it can read in twice as many characters. But you're still going to need to read in the whole string even in current 32-bit systems, so it's not like there's any real bandwidth savings there.
  19. You've made your opinions of consoles very clear. I couldn't imagine any "rumors or hoopala" impressing you, regardless of what they were. EDIT: You never know. It could have been a new Apple product.
  20. You don't have the first part down, but at least that one covers the next two. Oh god I'm encouraging him
  21. Hmm. No need for Hard Drives? I guess we'll be needing those 18 ExaBytes of memory sooner than I thought. Though that server will obviously still need to save the data. You're going to need bandwidth out the yin-yang though.
  22. Meh, when I saw the cover I figured it'd be a fighting game. Turns out I was right. In hindsight, they should have had Ryu fighting Chun Li, since that's pretty much what it always comes down to.
  23. Um... In his previous job Bush went under the moniker "Bubbles" working as a sidekick for a has been 80's singer who started off in life as a black man but is now a white woman. He got a little to weirded out by the pop star so he decided to go into a safer occupation, politics. How's that? <{POST_SNAPBACK}> He said hilarious Bush-monkey comparison.
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