More on 64-bit Gaming
waytoomuchcoffee writes "Valve has announced "immediate availability" of a linux 64-bit dedicated Counterstrike server, designed to run on AMD's upcoming Opteron. This follows on the heels of Unreal Tournament 2003, previously reported on Slashdot. Gamespy has a related story up on a presentation of the future of 64-bit gaming (sponsored by AMD) at last week's Game Developers Conference. As Intel is in no hurry to make the jump to 64-bit desktops, this leaves AMD to court the gaming market."
64-bit gaming IS moronic ... no way I can afford it :)
Ok, nice. But where is the actual advantage ? Are the 64Bit features used anywhere or is it just an updated version to cope with 64 bit addressing or semething similar? The timing of the release seems to hint at this :)
this leaves AMD to court the gaming market
making 64 bit chips is not the only way to "court" the gaming market. I'm sure intel has other plans for bigger (read: smaller) and better chips. Eventually I think they will start to make the 64's, but for now they're making chips with Hyper Threading (great for game servers).
I've been 64-bit gaming for years!! hasn't anyone heard of a Nintendo-64?!?!
A lot of people will buy 64 bit versions of games whether they really get any benefit from the 64 bitness or not. I don't know of many games that need to address more than 4 gigabytes of memory. Sure, there are a couple of other advantages (native 64 bit words, etc.), but this is really just marketing hype.
Sounds like they are simply re-compiling with a new tool chain; nothing about actually changing the code base to take specific advantage of Opteron features. Still, kudos to their coders if their code base just works on 64 bit platforms; there'll be plenty out there that won't, despite availability of the SDKs and programming guides like this and this
Jon.
Why do i view Intel as Microsoft and AMD like Open Source?
I've left to find myself. If you happen to see me, please, keep me there until I return.
A few gigs of ram should be enough for any game !
64 bits BAHHH, back in my day we had 2, and we were happy with the both of them! Youngsters.
but can you imagine... how may players could be on one server tht has over 4 gigs ram, 4 of them athlon 64 cpus, and one massive pipe to the net. Imagine your favorite CS map, but with 500 people on it at once... chicken shoot.
Ohh yeah and can you imagine a soviet beowulf cluster of these?
wow... my first all in one post. Lord help me.
future of 64-bit gaming
Didnt we learn from past descussions that word length has nothing to do with how good games are... remeber the jaguar?
I think the n64 was a good step forward, but then the xbox is 32bit yet far superior....
moo
Just because I bought a 64 bit Athlon rack server and an OC3 line for my CS server does not mean I have a problem. You have a problem!
Saying Java is nice because it works on all OS's is like saying that anal sex is nice because it works on all genders.
I find it sad that (almost) everytime I read about a game released to xfree86/linux it`s actually not the game, but a dedicated server. Of course, I understand why servers are released so much faster then clients (which most often isn`t released to x/linux at all), considering they don`t need to handle graphics and sound.
Hey! That's my sig you're smoking there!
They ported counterstrike to the Atari Jaguar? Cool!!
Robots are everywhere, and they eat old people's medicine for fuel.
Sorry, but when you say '64-bit gaming', I imagine actually playing the game on the 64-bit machine. In this case, they're talking about a dedicated server. Sorry, but that's not very exciting, nor is it an indication that AMD's getting the jump on Intel through the gaming market.
I agree that AMD'd have one up on Intel if they did get 64-bit gaming going, but dedicated servers are not going to create a new market. Give me a game that runs noticably better on a 64-bit processor. For example, what extra can they do with Doom III?
Ok, so most of the FPS companies are great about releasing servers for linux, but only ID ever releases the game itself.
There STILL isn't a linux version of half-life OR counterstrike that can be played natively under linux... unless you count WINE (not an emulator, still not native).
So for those of you that still have windows boxes and a linux box to dabble with, this is great news I'm sure. Those of us who have gone Linux native however, still can't game... 64 bit or 32 bit. (We gots 16 and 8 bit console emulated ROMs tho!)
The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."
Cool! A Counterstrike server! Now, where's the Linux client that we've been asking for for years, Valve?
I can see it being for server that host many games with many players, but where does this help me. I already have gigahertz upon gigahertz in my machine now, and it appears that the graphics cards are the bottleneck in gaming now.
making 64 bit chips is not the only way to "court" the gaming market. I'm sure intel has other plans for bigger (read: smaller) and better chips. Eventually I think they will start to make the 64's, but for now they're making chips with Hyper Threading (great for game servers).
Correct. However, I have to think--
THe reason why Intel is not interested in the 64-bit desktop is because there isn't really a market for it.
The reason why AMD is interested in the 64-bit desktop is that since their chip is backwards compatible, they can use an existing market to subsidize their push into the high end.
So the problems that Intel has with this market have been deftly dodged by AMD, in what may be an incredible business move. However, that does come at the price of legacy support. Of course at this time, I think that is not an issue, but it may hinder AMD's push into the high end.
LedgerSMB: Open source Accounting/ERP
This is a nice way to run a benchmark on a new chip. In a straight port of code highly optimized for x86-32, Counter-Strike dedicated server tests with both 32- and 64-bit versions revealed a 30% clock-for-clock gain, and is expected to show further performance gains in future upgrades. Its also nice to see Valve putting in the effort to keep it customers happy and running at high speeds. www.valvesoftware.com Operon web page at AMD
Everyone talking about gaming in terms of bits should be shot on sight...
I guess this begs the question, who cares? Counter-strike doesn't exactly take a $2000 server to run. I think something along the lines of a single AMD 1.4GHz with 256MB SDR SDRAM can run a 20-24 player server without much issue. Dual CPU DDR systems with 512MB shouldn't have any trouble running two 20 player servers. And I think I'm even being generously on the safe side.
Who in their right mind is going to run Counter-strike servers on expensive 64bit chips when a $40 CPU and pre-DDR architecture has no trouble at all?
-Vic If you can't figure out my email, then don't.
I didn't know CS and UT2K needed to address more than 4GB of memory. I didn't know they needed 64 bits of precision in FP arithmetic. Wow- the performance gains should be unreal what with how 32 bits cripples these two games!
Since developers don't use assembly anymore, they don't write xbit code. Instead they use a high-level language like C/C++. When you compile C/C++ with a right compiler, you get a 64bit code.
Linux kernel works in similar way, if you compile some file on x86 you get a 32bit code, if you compile it on 64bit machine you get a 64bit code.
x86-64 also supports SSE2, fyi. That link's a giant x86-64 FAQ.
This sounds like good news. Since there are more gamers than for example software programmers,
and that AMD will first of all deliver hardware for the gamers, means that a magnitude
of the computer users will use AMD.
Now why you might wonder?
The big other hardware vendor is Intel, which in these days have an agreement with Microsoft and the Palledium
platform previously talk about in slashdot here and here.
By my opinion the Palledium plan should never have existed because it WILL ruin
a lot for computer users in general. By aiming towards gamers with this technology it will be easyer to stop it.
Note to self: get smarter troll to guard door.
LOL. What a troll. PXE is hardly worth the effort, and YES I have used it. It's what is known as a kludge. I was referring to native segment sizes, but of course you knew that. You're just trolling.
As Intel is in no hurry to make the jump to 64-bit desktops...
Well yea, have you SEEN Intel's attempt at 64 bits?
-------
"In times of universal deceit, telling the truth becomes a revolutionary act."
-- George Orwell
now people can cheat tiwce as fast as before?
A lot of people will buy 64 bit versions of games whether they really get any benefit from the 64 bitness or not.
But what if games only come in a 64-bit version? I'm thinking about Super Mario 64, GoldenEye 007, Tetrisphere, The Legend of Zelda: Majora's Mask, Paper Mario, etc. Many of those didn't get any benefit from the 64-bitness (especially The New Tetris and Dr. Mario 64), but the N64 was the only console Nintendo was supporting at the time (the Super NES had died by then).
Will I retire or break 10K?
I want to look into my 3D monitor and see a monster; not a cartoon.
Everybody who has preordered The Legend of Zelda: The Wind Waker, where everything looks like a cartoon, disagrees with you.
Will I retire or break 10K?
Motherboard in my IBM NetVista computer (1.6GHz, 512MB) just died yesterday after playing new IL-2 Sturmovik FB for couple hours. I am sure, with currently fastest available 32-bit computers you will experience some kind of slowness if you, let say, increase resolution or fly aircraft over complex terrain or with many AI objects in the scene. Therefore, biggest limitation of 32-bit computing has come to desktop due to very sophisticated games and simulations. Intel is downplaying desktop 64-bit computing because the only solution they have requires complete rewrite of all applications, which very few can afford. AMD has great chance with Opteron to take the lead and shake Intel Empire.
Does anyone know what the story is with Valve? They worked for years and then came out with Half-Life, a huge monster hit. They re-wrote major portions of the Quake engine to do it! They had huge frickin levels! This wasn't two guys in a garage somewhere.
And then... lots of nothing. Half-Life: Opposing Force and Half-Life: Blue Shift were done by Gearbox. Counter-strike was mostly done by people outside Valve.
Did Valve lay off most of the people who worked on Half-Life? If not, how are they paying all those salaries? Does Valve have any actual projects in the pipeline (little pun there) or is Team Fortress 2 all they are working on? (And does anyone think TF2 will actually ever ship?)
For that matter, who the heck is Gearbox? Was it spun off in some way from Valve, or is it something else? How big is Gearbox?
I think that something really bad must have happened to Valve. But I don't have any idea what it was.
steveha
lf(1): it's like ls(1) but sorts filenames by extension, tersely
I doubt anybody is going to build a 64-bit machine for hosting a Counterstrike server. That would be stupid. What they are going to do, however, is build a 64-bit machine for hosting a LOT of services (and possibly multiple Counterstrike servers).
:)
But that's not really where these CPUs are going to have the most impact. They'll be great for databases and the like, but for gamers the 64-bit CPUs are going to really kick into gear as backends for all the upcoming MMORPGs. That extra address space can go along way when you're hosting servers that contain 1000's of people. And for games like Neverwinter Nights? Well, you just never know what might happen...
Bryan
I could see this possibly bringing the Counterstrike game to a more "Battlefield 1942" feel. Similar Counterstrike objectives, yet huge maps with many players forming smaller groups, each with different goals to help work towards the end result, (Either stopping the terrorists or blowing up some objective) Maybe with this we would see a newer version of Counterstrike that is a lot more than it is now, but keep a lot of the feel that tons of players enjoy.
I'm still rather confused where this gigantic push towards 64bit desktop processors is coming from, as I would think the software compatibility with 32bit apps should be the first thing on the manufacturers mind. I could care less if I could run an uber CS, SOF2 or UT2K3 server on a 64bit machine, especially when I have to use an older 32bit machine to play on that server... Why spend all the money for the server alone? Why not focus on making a performance gain come from running the game clients on the 64bit desktop machines (rather than the current HORRIBLE emulation performance of 32bit apps on 64bit hardware).
Perhaps I missed this gigantic discovery over the past year or so, and in which case I retract my statement. But if it's still an issue, this really seems like putting the cart before the horse.
Yup. If your ping is higher than 150, it does.
The press release claims a 30% improvement over an IA-32 version. Sure, it's a press release, but remember that x86-64 is about more than the amount of addressable memory-- there are also architectural improvements.
exciting for about a handfull of people, but for everyone else this doesn't really matter. Not too many people are going to run out and purchase a brand new 64 bit box to host CS games on. I have run a CS server on my PII 400 box and it can host the game fine, but my cable modem is the bottleneck that causes the pings to go through the roof. With 32 or 64 bits this isn't going to change. So, unless you have a T1 or money out the wazoo, this isn't that big of a deal.
SIGFAULT
I was 64 bit gaming on that in the early 1980s! Oh wait, that was 64 kB. Almost the same thing I guess....
How much of the 30% gain was due to the jump to 64 bits and how much was due to improved compilers, unrelated improvements to the CPU architecture, higher clock speed, etc?
Well the n64 certainly didn't have 64bit graphics. Basically the n64 had a lot of 64 bit wide registers, because there wasn't even enough RAM to max out 32bit addressing. 64 bit graphics... wtf were you thinking, "moron"?
I Browse at +4 Flamebait
Open Source Sysadmin
Somehow, buying a 64-bit machine to host dedicated counterstrike games is a bit perplexing.
Given a large enough pipe to the internet, and a bandwidth bill i don't care about, my 1ghz athlon thunderbird with PC-133 ram and 5400 RPM drives will already comfortably run a 32 player game. Why do we need better hardware for this?
Atari Jaguar, "Do The Math." 32 + 32 = 64. Gotta love marketing people and journalists who push meaningless numbers. For the record, the Jaguar wasn't 64bit in the same manner the Opteron is.
I Browse at +4 Flamebait
Open Source Sysadmin
64 bits ought to be enough for anybody.
Kind thoughts do not change the world
64-bit software development is a great idea. however, there is too much of a rush on things right now from most commercial vendors. the technology simply isn't developed enough yet. don't expect games or most other software to take advantage of the 64-bit revolution until the platform is more established. of course by the time some vendors *cough* M$ *cough* get the hang of it, we'll probably be developing 128-bit chips;)
the rest is silence...
strange, my P2-350 (yes 350 MHz) with 128 MB SD-RAM (100 MHz) did CS dedicated servers very well with 10-20 players, running linux. At the same time, it was router, DHCP, DNS etc.
For testing I play CS with 31 podbots with AI Enhancments on my workstation. I have CS Server running with admin mod/etc in the background, and another CS session for myself to play test.
CPU AMD XP1800, ATI9700/Audigy1, runs 100fps average on both server/client, but if I enable EAX it dips to 40's due to CPU load. Also AA turned on in the client doesnt seem to effect the server running in the background, so I run about 4x AA with 16x AF. (No trueform enabled)
But this is just for localized playing. Game hosting companies might use this 64bit machines. They need to run multiple copies on the same machine to turn a profit. We currently rent a CS server process at http://rentals.nuclearfallout.net/ for a 24 users. I know they run at least 4 cs processes per server. You can tell by the way which your CS server uses ports 27015-27018, unless they bind a CS server to an IP. (Hey can I patent that? j/k)
What do I think? WOOP DE FREAKIN DO! It won't affects pings and thats all the people playing on the servers should care about - that and the server has sufficient power.
Valve has announced "immediate availability" of TF2 next week
Yeah, this might seem cool and all, but how many servers are going to immmediately adopt the 64 bit platform? A lot of servers I have played on in my day were just old boxes that no one wanted to use as a gaming machine anymore. While some might have the cash to spring for this, I doubt the 64 bit presence will be noticed anytime in the near future for cs. However, with a good server and a fast pipe, fun could be had seeing how many people could be crammed onto the AWP map or something.
Because you are deluded.
Go ahead,ask me another one, only make it a bit harder this time.
KFG
"The Atari Jaguar was the first 64 bit game machine, predates the N64 by a few years.."
The Jaguar was not 64-bit. They were using the same kind of math that the RIAA used to say that somebody had more CD burners than they really did. "We have more processors, that means we have more bits to play with!"
To put it another way, it was like saying my dual Athlon machine is 64-bit.
Great, there's a big base of Linux servers running the Half-Life engine. However, these days a CS server does not use much CPU power. I'd know it's not from the same dudes, but I'd rather see a Battlefield 1942 server, you need killer hardware if you want +40 players on one server. The finally managed to make a Linux version of the server so the number of server will hopefully raise. But it still uses CPU power.
my sig
Is this a binary release for x86 servers only? How about a release for SPARC64?
I think the gaming industry is in for a nasty surprise, just like the one the music industry is having now. I see companies pumping more and more money into their games. Many games have enormous budgets already and here (at least in the GameSpy article) they are talking about the "advantages" of having loads of memory to make bigger and more complex games. If a game's gona use up all the memory available to a 64-bit CPU, it's gona have to be huge, it's gona take forever to develop and it's gona cost huge ammounts of money, i.e. it better be a success and sell to everybody. They'll probably be marketed down our throats, sporting few or no new ideas and promoted along with the latest lame engineered pop idol music album by enormous mega-media conglomerates seeking to make profit from their projects with budgets rivaling that of many countries.
64-bit gaming? Bah!
This is a 64-bit version of the HLDS, right? CS is just a mod for HL, so these servers will also be able to run good mods like The Specialists and TFC, right?
(Score:0, Interesting)
Bah your dual athlong is way more 64 bit than any jaguar... It's got several 64 bit registers.
Send lawyers, guns, and money!
"Bah your dual athlong is way more 64 bit than any jaguar... It's got several 64 bit registers."
Heh yeah the Jaguar was a pretty piddly machine. Honestly, it had trouble keeping up with the older 3DO machine. (although Tempest 2000 was the only game that really put the Jag through it's paces...)
Just as a side note, the 3DO had some embarrasing shortcomings as well, the main one being the price. Some people thought that 3DO stood for "Doh! Doh! Doh!"
Actually I always thought the most embarrasing thing was that there was no such frigging thing as a "3D0 Machine"... After years of PCs and their "standards" there was no way i would have spent that much cash on a machine based on some specifications :)
Send lawyers, guns, and money!
Companies like Barrysworld will. Companies like these base their entire company off renting servers and getting subsriptions to rent servers for a block of time a week. People would want to best for what they pay. Also people would want to just piss away money, or they have the money.
All those wallhacks are a bitch on your server resources, believe me. By the time the Opteron will become commercially viable, you will NEED that 4+GB of RAM just to run the latest aimbot and it wouldn't hurt if those AMD lads figure out how to copy HyperThreading as well... :D
Hate me!
Maybe AMD should approach origin / sony / whoever are whipping up the new MMPORG games like SWGalaxies / etc etc?
:)
;)
I mean surely that would be fantastic PR for AMD - something along the lines of "everquest 2, servers powered by AMD!" (AMD discounts giving them to Sony of course) - would be good for all and I have no doubt their servers would do it well.
On that note, any articles out there about SWG / EQ1 / EQ2?- what servers they run on and some of the interesting facts about them? - I have no doubt they probably need to address a LOT of ram / hard disk space iwth those boxes
could be quite an interesting read.
(no i'm not googling, you guys rock at that stuff)
The math is even more broken up than 32+32.
There were 4 processors, 32+16+8+8=64.
DO THE MATH!
The PlayStation 2 has been truly 64-bit since its release in 2000. You can load and store 64-bit values directly, registers hold 64-bits, etc. Actually, integer registers hold 128 bits but you can't perform all operations on 128-bit values (as you can with 64-bit quantities). There's only 32 MB of memory, so 64-bit addressing is a non-issue, but it's a true 64-bit system otherwise.
I always wondered. Would a Dual Athlon machine be called a BiAthlon?
Introducing Microsoft Vacuum 1.0 The first Microsoft product that doesn't suck.
....like Ultima Online. These guys running those types of games are already using 64 bit RISC/SPARC servers to run those games. Considering that they have huge buggets, they may as well pay the extra money to buy those expensive SUN servers and not piece together some Opteron machine which they will have to support themselves. The real benefit of 64 bit gaming may come from FPS becoming more like Massive Multi-player Online games- a sort of hybrid of the two.
The best example of a money-making game rigt now is the sims! Yeah I know, this is /. but it's a model ID and Epic have missed. They never release levels, or updates anymore-most you can get is one or two expansions out of anyone.
I'm all for the serious sam type- where they release a smaller, higher-tech game more often, yet centered around the same story. A massive game like Doom 3 is really cool, but they could have knocked out 2-3 smaller games that used better tech than Q3 by now.
Also, the true PC game companies are ignoring large groups of players. There's a lot out there besides FPS. Even better games to be made using FPS engines--they are way under utilized.
Again, the problem with the mega-corps is that they are always after the big score [20% more growth than last years 50%] rather than smaller, but steady reliable stream of income. Doesn't always make a lot of money, but it keeps food on the table.
Cool! A Counterstrike server! Now, where's the Linux client that we've been asking for for years, Valve?
Anyone who knows the story of Half-Life for Mac will tell you that you shouldn't hold your breath.
Here's the story... Valve commissioned a port of Half-Life to the Mac, and it would have hit the shelves back in late 1999, a year after the PC version was released and declared a smash hit. Mac gamers were clamoring for it, and of course, there were a lot of fan sites that had already sprung up.
The code was nearly finished. Sierra was less than a week away from mass producing CD's when Gabe Newell of Valve announced the cancellation of the project. Why, because Valve didn't think they'd make money on the project? No, HL for Mac was destined to be a smash hit; DukeNukem 3D for Mac made back all of its development costs the same day it went on sale, and Half-Life for Mac was looking to be as big, if not bigger. No, Valve's problem was that they wanted to build a brand, not simply sell a game; in order to do that, they planned early on that they would make frequent patches to the game.
The problem is that the Mac port would also have to be updated frequently, and the Mac developers would have to port every patch after its release, including all of the bugs and flaws, in order to maintain full compatibility. It also meant that Mac users would frequently be cut off from the PC users during the lag time between the release of the PC patch and its conversion to the Mac. According to Valve, they decided at the last possible moment that they didn't want Mac users complaining all the time, so they kill the Mac version altogether and pissed of a WHOLE lotta people in the process.
Valve doesn't have a problem releasing HL for consoles, obviously, because they couldn't update that code even if they wanted to, so the consoles are off in their own HL universe.
It should also be noted for the record that Gabe Newell of Valve was also a senior manager at Microsoft for a long time before starting Valve, so you can't rule out the possibility that he probably feels very loyal to the Windows platform, and has little to no enthusiam for the minority platforms.
So... Half-Life for Linux or Mac? It'll never happen.
Wow, a lot of high-quality and completely *uninformed* posts here. See the Jaguar FAQ here or at a variety of other places.
Five processors, in three physical chips:
"Tom":
- 32-bit GPU (1)
- 64-bit Object processor (2)
- 64-bit blitter (3)
"Jerry":
- 32-bit DSP (4)
68000
- 16-bit general purpose (5)
So, by the logic in this thread, the Jaguar is a 32+64+64+32+16 = 208-bit system, if my math is right.
Pat.