Today's Best CPUs Compared... To a Pentium 4
Dr. Damage writes "How do current $74 CPUs compare to the $133 ones? To exclusive $1K Extreme Editions? Interesting questions, but what if you took a five-year-old Pentium 4 at 3.8GHz and pitted it against today's CPUs in a slew of games and other applications? The results are eye-opening." Note that this voluminous comparison is presented over 18 pages with no single-page view in sight.
http://techreport.com/articles.x/18448/18 is the page with the conclusion
Don't fight for your country, if your country does not fight for you.
I had a job keeping my eyes open at all, reading that over-long, poorly structured article with no useful conclusion.
I've been using a Pentium 4 3.0GHz-powered box as a MythTV frontend/backend for more than four years. It often records four high-definition over-the-air or FireWire MPEG-2 streams while playing back another.
For the first three years I used an Nvidia video card with Xv output to play the recordings at very good quality with 50-70% CPU usage. A year ago I moved to VDPAU, which gives me even better playback with under 5% CPU usage, and will do the same with h.264 recordings (generated by the Hauppauge HD-PVR, for example). Thanks to VDPAU, there's every possibility I'll be able to use the Pentium 4 box for another four years.
And its constantly growing. check it out: http://www.anandtech.com/bench/default.aspx?b=2&c=1
...and the fastest modern CPU is still not fast enough for another 2%.
45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
OpenGL Performer managed to enable applications to run on different platforms, from single CPU, single GPU, all the way up to hundreds of CPUs and upto (IIRC) 16 GPUs, without any changes.
OK, so the developers of OpenGL Performer were clever and motivated, but it certainly proves that it isn't a technical limitation and (IMO) invalidates your assertion that they "have to go for some version of the lowest common denominator".
http://en.wikipedia.org/wiki/OpenGL_Performer
Max.
I still have a P3 working at home - it's a Dell Dimension XPS T450 from about 1998. It came originally with Windows 98, and over the years it has received extra RAM, new graphics, and so forth, so it now boasts 384MB RAM and an ATI Rage Pro, as well as a 20GB disk.
Actually, it's really in semi-retirement, as it's a bit slow for modern applications, but it is still on our LAN and occasionally roused from its grave^Wslumber. At one time, it had Win2000, which it could run OK, but it was a little sluggish running Office2000. Nowadays, it dual boots between Ubuntu/Gnome and PCLinuxOS/KDE, which are about as responsive as Win2000 was. It's fine for most web browsing, IRC, file viewing (graphics, PDF, PS, etc.), text editing, and suchlike. It can handle Gimp and Inkscape once the files being edited aren't too big, and can even run LaTeX well enough, but it sucks rocks trying to run OpenOffice.
Those who can make you believe absurdities can make you commit atrocities. - Voltaire
Speaking as a PS3 dev, the SPUs are very different to program for than a normal multi-core cpu (and you only get to use five and a half of them anyway, not 7).
On the flip side, everything based on UE3 (which is most big cpu-hungry multi-platform titles these days) is multithreaded to two or three significant threads: Game, rendering, and possibly physics (depending on physics engine used). None of them are SPU threads (though they may use the SPUs for some tasks), so PS3 performance isn't generally as good as the 360's, but in most games it's a non-issue as both platforms go over the 30 fps cap.
On PC, most UE3 games will run best on two cores, with anything above that being unnecessary.
Physics is very friendly to multithreading since most computations are done in parallel anyway. N objects interacting with each other would be simulated in a series of steps, and for each step you need to calculate the next attributes taking into account the previous ones of all the objects. Then, you would save this instance and start again. During each step, threads can more or less operate independent to each other.
A very good example of this would be NVidia PhysX.
ics
Isn't this what the article summary gets at ? I couldn't find anywhere in the conclusion how the P4 actually compares to present day processors.
I'm not about to read through 17 pages of all of that just to open my eyes.
Oh, and for CPU comparisons, I usually use:
http://www.cpubenchmark.net/cpu_list.php
It's quite reliable for my choices. I just need everything to boil down to a number these days. Too much choice out there. Was simpler when you could just look at Ghz and know which is better. Now a P7700 and T8600 (examples I just made up..) could be at the same clock speed, be called Core 2 Duo and have totally different performance numbers. Confusing!
Did anyone else notice how the Q9550 and Q9650 are absent from this article?
Probably the last thing Intel wants is these previous generation (and attractively priced) chips appearing in the "overall performance per dollar" chart on "Page 17 - The value proposition". Instead, we get a graph where only the i5 and i7 chips appear to perform well beyond any of the older options, but it's a carefully crafted illusion because the faster (and attractively priced) versions of those older chips weren't tested.
PJRC: Electronic Projects, 8051 Microcontroller Tools
The article makes a strong case for the i3-530 and the i5-750, but unlike the comparable AMD processors, they have no support for ECC.
If you're using a computer just for game playing and email, that's fine. On the other hand, if you are doing anything which requires reliability — both in terms of machine stability and the consistency of results and data — ECC is a must. The premium that Intel charge for what should be a standard feature prices them out of the value computing market.
As somebody working in the gaming industry, let me correct you on each of your points.
1) A great many game-related problems can be parallelized quite well. It differs by genre, but most games today could easily split graphics, audio, input processing, game logic and AI into separate threads. Some gaming engines have started to do this. AI is one area that really benefits from multiple threads of execution, so that we can simulate several different outcomes at a time.
2) This was true in the 1970s. We've come a long way since then. From compiler-assisted technology like OpenMP to a variety of higher-level approaches and techniques, multithreaded programming doesn't have to be difficult. Even just making your data immutable, like functional programmers have been trying to teach us for decades, removes many of the IPC woes you mention.
3) This isn't a problem at all. Aside from netbooks, most consumer laptops and virtually all consumer desktops sold since 2006 have had at least two cores. Intel's Core i7 has been out for over a year now, and has seen very good adoption rates. The average number of virtual CPUs (ie. physical, cores or threads) on the average gaming PC today is roughly 2.7. Besides, games shouldn't care how many CPUs are present. They adapt to the available resources. If you have one CPU, we do everything on it. If you have 8, we'll distribute the load appropriately.
4) Where did you hear this from? Again, this was true in 2003, but things have changed a lot since then. Virtually every engine written since then, by a half-decent team, has included mulitprocessor support.
Because not everyone has multiple cores so PC games have to go for some version of the lowest common denominator
Which is honestly quite strange, because most games I know require you have the latest uber-$500 graphics card to run properly. I would argue that there is something else involved (eye candy important, multi-core not) in the design process.
You need your hyperbole license revoked until you can use some semblance of realism. BioShock 2 literally came out less than a week ago and it runs at a full 60fps at 1920x1080, all graphics settings at their highest, on a Radeon 4870 -- a $200 graphics card when I got it a YEAR ago.
Brian Fundakowski Feldman
I work on flight simulators and we DEPEND on multiple core processors to get everything done at once. What used to take multiple racks of computers can now be done on a single computer with dual quad-core CPUs.
You think IPC is slow on a single machine? Try using reflective memory across multiple computers. Of course we have to handle a bit more than your typical video game since we have to handle hundreds of buttons and switches from multiple crew member stations, night vision, FLIR and day TV cameras, as well as out the window displays.
"Or use Btrfs; ZFS isn't the only option with integrity checks."
Oh yeah, because nothing screams "reliable" like filesystem that is still in beta.
"People who do stupid things with hazardous materials often die." -- Jim Davidson on alt.folklore.urban