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Multi-thread aware apps/games

Magic Man said:
what actual difference in terms of additional gameplay do they bring over the Quakes, Dooms and Half Lifes of previous years.
AI is FAR better.
Randomly generated scenery/objects.
Physics.
More advanced/higher quality/multi-channel sound.

All are things that current games hold over old games, and require a lot of CPU cycles to do.

If it was a case of just coding more efficiently, or 'to the metal', then why would MS/Sony release 3Ghz+, multi-core, consoles when consoles are the most TTM based machines around?
 
BoomAM said:
AI is FAR better.
Randomly generated scenery/objects.
Physics.
More advanced/higher quality/multi-channel sound.

All are things that current games hold over old games, and require a lot of CPU cycles to do.

If it was a case of just coding more efficiently, or 'to the metal', then why would MS/Sony release 3Ghz+, multi-core, consoles when consoles are the most TTM based machines around?
- because of using standard code base routines due to time constraints and code portability - if it runs, fine, why bother trying to make it run as efficiently as it can, just throw more CPU speed at it instead.


I doubt very much that any or even all of those differences would equate to the difference in processing requirements of a modern FPS over an FPS of a few years ago.

Physics possibly but even then it's not that evident in modern games. As for AI and random scenery and objects - are they really that much better over older games to the extent of needing fast dual or even quad core CPUs to see the difference?
 
Magic Man said:
- because of using standard code base routines due to time constraints and code portability - if it runs, fine, why bother trying to make it run as efficiently as it can, just throw more CPU speed at it instead.
Have you ever coded?
Its not exactely the easyest thing to do to optimise code for billions of different configs. Even different mobos/mem/whatever can affect the final code processes a CPU does.
Not even remotely possible to do im afraid, unless your on a fixed spec machine. Aka, a console.

I doubt very much that any or even all of those differences would equate to the difference in processing requirements of a modern FPS over an FPS of a few years ago.
You stick with doubting then.

Physics possibly but even then it's not that evident in modern games. As for AI and random scenery and objects - are they really that much better over older games to the extent of needing fast dual or even quad core CPUs to see the difference?
Go and read up on randomly generated scenery & objects.
Then come back and comment.
Randomly generating entire landscapes with objects and scenery thats different to the areas before requires a lot of power to do. At the most basic level, your telling the game to create playable content on the fly.
 
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