20091028
Random End of October
Looks like Insomniac updated their website: Link to R&D Page. Going to have to finish Uncharted 2 before I get onto A Crack in Time however. Been meaning to watch Nürburgring 24 Hour Race in 3D.
20091023
GPU Technology Conference
GPU Technology Conference Main Page | GTC Blog
Screen-casts plus audio recordings for the sessions are now starting to get posted. Look in the session catalog/calendar for the links.
Screen-casts plus audio recordings for the sessions are now starting to get posted. Look in the session catalog/calendar for the links.
20091020
1489% on 8-core machine
No not 14.89x faster, but rather 14.89x slower!
False sharing is no fun from Joe Duffy's Weblog. Really like this post because of the simplicity as to which it shows the problem of sharing cache lines on the typical multi-core CPU.
If one were to assume that you'd always be exactly 14.89 times slower when sharing cache lines (clearly this would vary) across 8 other cores, and you wanted this slow down to only add 6.25% (or 1/16) time overhead to your code, you would want to only share cache lines about 0.45% of the time.
Actual number here is not the point (and wouldn't be correct anyway), but rather that on the CPU, parallel performance is found by doing a majority of computation in effectively isolated memory regions.
False sharing is no fun from Joe Duffy's Weblog. Really like this post because of the simplicity as to which it shows the problem of sharing cache lines on the typical multi-core CPU.
If one were to assume that you'd always be exactly 14.89 times slower when sharing cache lines (clearly this would vary) across 8 other cores, and you wanted this slow down to only add 6.25% (or 1/16) time overhead to your code, you would want to only share cache lines about 0.45% of the time.
Actual number here is not the point (and wouldn't be correct anyway), but rather that on the CPU, parallel performance is found by doing a majority of computation in effectively isolated memory regions.
20091013
Naumachia
Found this thanks to a twitter post from Jerome Liard (@blackjero) at Q-Games.
naumachia.aureasection.com
The "Kill Zone 2" effect (particle and transparent effects really make the engine) applied to 3D space combat. Impressive work from a team of just three developers!
naumachia.aureasection.com
The "Kill Zone 2" effect (particle and transparent effects really make the engine) applied to 3D space combat. Impressive work from a team of just three developers!
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