Originally posted by: Nothinman
Yea sure, just like you went out and bought 1TB of memory for your 64-bit system as soon as you bought it, right?
Why would I buy 1 TB? Are you somehow suggesting that memory access is the only benefit of a 64-bit system, which you have already admitted to be using? No, that was a response to your comment about IMMEDIATE benefits of going from Win3.1 to Win95 - to which I said the benefits were there, but just as it is now with 64-bit, it's not IMMEDIATE.
Protected mode doesn't use more memory it just changes the way that memory is addressed so that VM, paging, context switching, etc worked. And NT did "most of the things we're used to" just fine back when I had it installed.
Let's think about this...protected mode came into existence to allow programs to address more memory, and it also enabled the use of virtual memory. BUT GUESS WHAT? The memory segments are now PROTECTED - read that as isolated from each other. This means that each task gets its own uniquely addressable space, which cannot be accessed by other programs. In other words you may need multiple copies of the same thing in memory for each instance of the program that needs said access to said data.
Speaking of DOS, the DOS4GW 32-bit protected mode extender was around quite some time before Win95 hit the market.
And? You're the one that brought up Win95.
Yeah but you must know that DOS4GW is not an operating system, it merely allows DOS programs which are 16-bit to have 32-bit protected mode access to memory. The reason I mentioned this? Because there has always been a need to move forward, even when everybody was comfortable with their 16-bit software running on essentially a 32-bit processor...the software was behind the times, just like it is now. We have 64-bit processors but most people are stuck on 32-bit, and that's going to change soon.
Well I would consider C pretty popular and high level and yet you still have to deal with pointers yourself. But even that's beside the point, you keep insisting that if you use a language that hides them from you (C#, perl, Java, etc) that pointers magically don't exist in your program which is so untrue it's not even funny.
Are we defining the parameters of a program here, or just arbitrarily taking about languages. C is high level, it's not really OO. C++ is the best choice for all-around coding, in my opinion.
The necessity of pointers really depends on WHAT you are coding. Up to a certain point you can write really inefficient code that avoids using them, resulting in excess memory usage and most likely a slow-running app that is unstable. Your blanket statement that ALL programs in C++ (just so we're at least on the same page as far as language) need pointers is absolutely incorrect.
No and generally he's considered one of the best game programmers of our time so I figured that you might actually listen to him since you're blowing me off.
Didn't carmack also tout Nvidia and downplay the Radeon for quite some time? I respect him for what he did, and what he can do, but like the rest of us he's still human and if he wants to vent and rant, let him. Maybe you want to take his rants as gospel, but he's not the only talented game programmer currently in existence, and you can't blame him for wanting to let off some steam.
But only at a very small level, doing things like audio decoding, network I/O, etc in another thread. Splitting up the rendering or AI into multiple threads is much, much more difficult. And Q3's SMP mode was disabled in the last patch because it was so unstable, I wouldn't exactly call that a good example.
Yes yes, it's quite obvious that Carmack was wise enough not to divert the bulk of his resources to make Q3 a fully-efficient SMP program. He must have had access to inside info - that most consumers at that time had single CPU, single CORE processors. But Carmack didn't just do that for the hell of it, he and most other forward-thinking programmers realized that SMP is, in the near future, going to be a mainstream thing, and that it's best to get an early jump in order to stay ahead of the competition.
The PS3 is not the PC, and you are taking his comments way out of context. The PS3 archictecture is quite different from PC, and developing for it is DIFFERENT.
But his comments are still appropriate because he was specifically complaining about multiple cores which is what's happening on the desktop too, just right now we've only got 2 or 4 cores usually.
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You say complaining, I say venting. It's unlikely that he will toss in his hat as a programmer because multi-core CPUs are becoming the norm. Once he gets used to it, we should see some awesome new game from id.
I never said I wasn't a niche user. But I do find it funny that you think I'm obviously not able to use the 2 cores in my machine even though you want "regular users" to have 64-bit machines with 2, 4, 8 cores so that they can browse the web and play Blast Billiards.
Well this is a thread about Vista, and the original start of our lively chat was you stating that Vista is slower, to which I agreed, assuming we are talking about running it on inadequate hardware. The point here is that Vista is designed for tomorrow's hardware...not that budget crap a lot of people on here keep slopping together, excited that they saved a few hundred bucks by overclocking instead of just buying the faster CPU.
No you never did say that, but you implied it because you called me an idiot for saying that it's difficult. But threading is extremely difficult and while I'm sure more than 2 people can successfully do it, I would guess that the real number is a pretty low percentage of developers. Especially if we include Windows "developers" that have only ever used crap like VB in that list since they've probably never even heard words like spinlock or mutex before.
I never called you an idiot, but I guess you realized that just by reading my response, at least in the context of your statement. Windows developers who use VB aren't really coders, they're the people who come out of DeVry and get all happy about their $35K a year position spilling burnt coffee on keyboards and posting on forums.
Your original statement was playing up SMP like some sort of elite form of programming, and granted you need real skill to do it properly, it is not as rare or exclusive as you seem to think it is. Globally, there are many skilled and talented programmers who can produce quality multi-threaded software.
Oh, and bringing up "OMG!!1! the PS3 is multithreaded!!" is pointless when talking about PC's. Name 3 games that are SMP aware (only one I know if is Q3, irrc). On top of that, name 2 that got better performance.
The only one I can think of is the UT series and AFAIK all they did was put the ogg audio decoding in another thread but it did help a bit since ogg decoding is fairly expensive.Q]
That wasn't my statement, and I already listed several SMP-enabled games, so don't wreck your brain thinking.
Q3's SMP code sucked and was broken with the last patch and if Doom3 is multithreaded it's not doing it very well because I couldn't get it to go over 100% of 1 CPU here, same thing with ET which is based on RTCW. I even ran a doom3 timedemo with 1 CPU online and with 2 CPUs online and the outcome was almost exactly the same in both cases, not exactly what I would call a shining example of a multithreaded game.
Why are you telling me like it's something I made? Tell your friend Mr. Carmack that his SMP implementations suck. You may also want to note that the games here were not originally coded to be SMP, so making them "SMP Enabled" requires extensive re-engineering. They will only "play" with the code so far, after a certain point it just takes up too much time that they need to be spending on new products. If the game was, from the start, designed with SMP-support in mind, rest assured there would be significant gains in performance.