I've been wading through some of the Forums here and it strikes me that Games software houses are, (and have been for some time by the look of it), churning out top end games, (I don't "game" btw), which require ridiculously expensive high-spec. hardware to run them properly. I suspect that somebody, somewhere is scrimping on assembler. Someone, somewhere, is, in as many words, saying, ."..that routine would take far too long to debug in assembler, so when we release it - ....recommended hardware specs. will be 73.8ghz 100 core cpu, 112,500gb's RAM, 142 SLI / Ti graphics card (each with 50gb of DDR55 RAM), and advice that before firing up the game, one must notify one's local power generating company that a significant extra load will be coming online within the next few minutes - so you may want to cut in a couple extra mains power generating stations
During the 80's/90's John Campbell, who programmed exclusively in assembler, marketed "Masterfile PC" (a database prog.) which could sort thousands of records in just seconds flat on an IBM PC compatible | 8086 - 8mhz cpu | 640kb RAM | two 5 1/4" floppy drives, and no hard disk !
So there we are, machine code routines are obviously being called during gameplay but, one wonders if the software house game writers even know what they are ?
regards, Richard
During the 80's/90's John Campbell, who programmed exclusively in assembler, marketed "Masterfile PC" (a database prog.) which could sort thousands of records in just seconds flat on an IBM PC compatible | 8086 - 8mhz cpu | 640kb RAM | two 5 1/4" floppy drives, and no hard disk !
So there we are, machine code routines are obviously being called during gameplay but, one wonders if the software house game writers even know what they are ?
regards, Richard
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