Quake3 to go SMP
schmack writes "Surfing the Id plans, John Carmack mentions he's working on SMP support for Quake 3. Although initially developed for NT, he says "it should
definately make its way to the linux port...".
Look for a speed up of 20% [worst case] to 80% in frame rate over a single CPU. This will mean "it will also be possible to build a reletively cheap SMP system (say, dual 400's) that outperforms the best single processor system." "
In true /. style the "story" is incomplete: Carmack goes on to say "I know SMP is a que for all the BeOS folks to ask about ports, so I'm going to head that off: Be has all the code for Q3 (and Q2, for that matter), and a version of Q3test should be available by the time they ship a release OS with OpenGL hardware acceleration. "
This release is due in the next 3-4 weeks BTW so hopefully a month from now we'll be playing SMP Quake 2&3 on BeOS. Apparently a basic quick and dirty Quake->BeOS port was done in 1 day, and the full port in a week. I don't know if this was a port to a UNIX-like single thread process or if it takes advantage of any of the BeOS features. However given the ease of use of the Be API im sure it will be relatively easy to at least divide the rendering into 2 or more threads to take advantage of SMP.
...now that companies are starting to offer combos of Celeron 300a and 333 PPGAs, together with an MSI-6905 Slot 1 adapter card (that supports SMP) and absurd cooling - guaranteed to run at 450Mhz and 500Mhz respectively.
Hands up who wants a 1000Mhz workstation for less than a grand?
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(sigh) ... but that wouldn't be using the cluster as a Beowulf.
Not too likely. The degree of rewriting alone would probably kill such a project. That it would probably slow down execution would not make it terribly popular. I'm assuming you're talking about using the cluster for a single player. You could, of course, use the cluster for multiple players (one per node), which is already built-in to Quake
FWIW, we're putting together a long-overdue Beowulf FAQ that answers this and other questions.
Christopher A. Bohn
cb
Oooh! What does this button do!?
Cool though it is... you have to wonder if its getting a little out of hand. Multiple processors for a game? How long before we make that leap of *needing* multiple processors, just as it now *needs* 3D acceleration. Scary...
There is now.
:)
Go back to http://glide.xxedgexx.com/status.html, the Banshee/V3 glide libs were released on May 16th.
At the moment it is fullscreen only, i.e. no rendering into a window, but that is being worked on.
If you compile Mesa, you get OpenGL support too, and then you can run Xscreensaver with all those GL hacks!
Ale.