Give me an f'ing break. The xbox won't be released for months, all the software is beta or earlier, the hardware is alpha and you people are taking shots at microsoft for one of the games crashing durring a demo?! I've seen games crash on almost every platform at E3. Can we all say it together? - puh-leez.
You're all a bunch of flag waving retards.
One of the major advantages of the TERA is that when a memory access operation stalls it can switch to a different thread which is not waiting for memory. This effectively eliminates memory bandwidth problems (a major problem with big supercomputers) as long as you can get enough threads going at one time.
SDSC has one which is the coolest looking computer in the bunch - blue and kinda wavy shaped. And we all know that that's what really matters most.
The Maya Realtime is a game engine which A|W designed. It is very similar to Maya, but IS NOT MAYA. Maya is used as the content creation tool which exports Maya Realtime files. I'm sure that a large portion of the internal code is the same, but there is no GUI or anything... it's a game engine.
I think people should note that most of the hardware on the PS2 is designed to move data from RAM->VU->GS->Framebuffer. It's not easy or fast to process data on the vector units and then move the results back to ram. This means rendering in applications like Maya would probably only be done on the 16 mips cpu units (which aint bad!), but would not use near the full mflops reported. The bus saturation is a problem already, so multiplying the load by 16 probably doesn't help.
The speed of the processor is not very important anymore because there are other bottlenecks (unless your entire game is a simple for loop that sits in cache). The bus is a major one, especially for graphics applications. Just because you have hardware T&L it doesn't mean your bus is less saturated... you still have to send down the vertices, etc. (which can be larger that pre-transformed screen coordinate data!)
The benifit of consoles is the guaranteed hardware so you can squeeze every ounce of performance out.
Give me an f'ing break. The xbox won't be released for months, all the software is beta or earlier, the hardware is alpha and you people are taking shots at microsoft for one of the games crashing durring a demo?! I've seen games crash on almost every platform at E3. Can we all say it together? - puh-leez. You're all a bunch of flag waving retards.
One of the major advantages of the TERA is that when a memory access operation stalls it can switch to a different thread which is not waiting for memory. This effectively eliminates memory bandwidth problems (a major problem with big supercomputers) as long as you can get enough threads going at one time.
SDSC has one which is the coolest looking computer in the bunch - blue and kinda wavy shaped. And we all know that that's what really matters most.
I think he meant crappy... or maybe a mix of the two. It is creepy and crappy at the same time, hence "creapy".
The Maya Realtime is a game engine which A|W designed. It is very similar to Maya, but IS NOT MAYA. Maya is used as the content creation tool which exports Maya Realtime files. I'm sure that a large portion of the internal code is the same, but there is no GUI or anything... it's a game engine.
I think people should note that most of the hardware on the PS2 is designed to move data from RAM->VU->GS->Framebuffer. It's not easy or fast to process data on the vector units and then move the results back to ram. This means rendering in applications like Maya would probably only be done on the 16 mips cpu units (which aint bad!), but would not use near the full mflops reported. The bus saturation is a problem already, so multiplying the load by 16 probably doesn't help.
The speed of the processor is not very important anymore because there are other bottlenecks (unless your entire game is a simple for loop that sits in cache). The bus is a major one, especially for graphics applications. Just because you have hardware T&L it doesn't mean your bus is less saturated... you still have to send down the vertices, etc. (which can be larger that pre-transformed screen coordinate data!)
The benifit of consoles is the guaranteed hardware so you can squeeze every ounce of performance out.