Sorry, folder just rolls right off the tongue. Even when I'm talking about directories (as they should be called in non-GUI commandline situations), I have the propensity to call them "folders."
I'm sure that all of you have your own little habits and quirks; just keep in mind that I won't criticize you excessively on them, as you did mine.
ATI
Marketing silliness: "charisma engine" and "pixel tapestry" are silly names
for vertex and pixel processing that are straightforward improvements over
existing methods. Sony is probably to blame for starting that.
The Radeon has the best feature set available, with several advantages over
GeForce:
A third texture unit per pixel
Three dimensional textures
Dependent texture reads (bump env map)
Greater internal color precision.
User clip planes orthogonal to all rasterization modes.
More powerful vertex blending operations.
The shadow id map support may be useful, but my work with shadow buffers have
shown them to have significant limitations for global use in a game.
On paper, it is better than GeForce in almost every way except that it is
limited to a maximum of two pixels per clock while GeForce can do four. This
comes into play when the pixels don't do as much memory access, for example
when just drawing shadow planes to the depth/stencil buffer, or when drawing
in roughly front to back order and many of the later pixels depth fail,
avoiding the color buffer writes.
Depending on the application and algorithm, this can be anywhere from
basically no benefit when doing 32 bit blended multi-pass, dual texture
rendering to nearly double the performance for 16 bit rendering with
compressed textures. In any case, a similarly clocked GeForce(2) should
somewhat outperform a Radeon on today's games when fill rate limited. Future
games that do a significant number of rendering passes on the entire world
may go back in ATI's favor if they can use the third texture unit, but I doubt
it will be all that common.
The real issue is how quickly ATI can deliver fully clocked production boards,
bring up stable drivers, and wring all the performance out of the hardware.
This is a very different beast than the Rage128. I would definitely recommend
waiting on some consumer reviews to check for teething problems before
upgrading to a Radeon, but if things go well, ATI may give nvidia a serious
run for their money this year.
It seems that ATI has all but sputtered to a stop as far as development goes. This was from John Carmack's.plan file from 5/17/00. Four months later, ATI is still way behind in the 3d market.
Let's hope that Lars doesn't ruin it for all of us. Seriously, stop buying their new albums; they oppose network development in all its forms unless we pay up the Metallica tariff.
"I hear They Might Be Giants is gonna respond by going after universities that use NFS. "
My college is still using NetWare and an ISP that only gives us a 266 ping on the Internet (last time I checked, that was the latency of a 56K modem). I am personally leading a campaign for a network system overhaul. Armed with complaints of my fellow comrades and tracert printouts, I head to the IT department up in arms!
"So you're saying it's easier to debug code when it's all bundled together in one big mess, then when it's divided into different pieces, each piece serving a different purpose?"
That's what remark lines are for, to index the source file.
My reason in saying that a modular setup is unstable is in the fact that the upgrading of one module at a time leads to instability from module incompatibility. For example, I installed a mod for Unreal Tournament (more modules for an already overmodularized game). I thought that it stank, so I uninstalled it. Next thing I know, the uninstaller removed a critical module inside a module, so I was forced to re-install the entire thing! That's why I hate modular setups; because of the christmas light factor: if one module goes dead, then the entire program goes kaput.
It's not a set number, it's determined by the painful but time-tested process of debugging and runtime testing; something that Linux developers never do enough of, I might add.
I said I'd keep it to a minumum, not entirely shun it. Sure, there's cases where I'd want modularity (sound engine, 3d engine, net engine), but I'm not going to subdivide related parts of code into 16 different modules, as is the case in Linux.
Looks like Plextor succumbed to corporate greed.
on
Pentium IV Problems?
·
· Score: 1
I've seen this all too often: companies turning their homepage into a simplistic glitzfest with only a few choices: language, and contact webmaster. I fear that we will have to start the geek revolution.
It never lets you determine the directory. Sure, the C libraries need to go into/usr/lib, but when I installed the Quake 2 binaries, I wanted it to go into/quake2, and not/usr/local/bin/quake2. Sure, call me a filename simpleton, but I shiver at the thought of having my games and programs in a subfolder of a subfolder of a folder, especially when I have to type the entire stinking path in just to execute the program.
I think that RPM needs to be more like InstallShield for Windows; letting you pick the directory while it puts the system files where they're supposed to be. Enough of this "non-intervention" installation package system, it's time for the users to demand control over their own files. This right has gone unenforced for far too long.
hence the reason why the Itanium is not targeted to the consumer market. The Itanium was designed to run on systems with 1250 watt redundant power supplies which hook onto high-voltage feeds straight from the power company. That's something that you can't find at your local Fry's.
Sony already has a pair of these, called the PC Glasstron. It sells for a whopping $2599.00 and offers a virtual 30" display and built-in earbuds. However, the resolution is low (832x624) and it is not for all users: "Note: This product should not be used by children age 15 or younger. Individuals with eye or heart disease or injury or high blood pressure should consult a doctor prior to use." Uh oh, that looks like all computer users over 40 and under 15. Once again, Sony caters to the super-rich.
Geeze, what'll we believe next? That he cloned Dolly? That he single-handedly took down HAMAS with a FN P90 á la Counter-Strike? Gore is contributing to the dumbing down of American society.
I thought of that one (adapted from a Jeff Goldblum line from Jurassic Park) because I was sick of software engineers coding stuff, "just because." One of my blaring examples was someone posting in the "Open MPEG-4 Contest," putting in a comment called "Write it in Java." Take a look at my reply to that. I think that my reply embodies my motivation behind my quote.
Why don't we start simple, with ONE bit per electron. Once that's reliable, then try 16 bits per electron, then on and on. My quote below also applies to these rumormongrels that started this by writing the article.
"Shouldn't you sue the people who wrote his operating system and FTP server? *cough* *cough*."
It depends on whether he was using a Win98 system with Serv-U FTP or if it was a Linux box with Apache. Hell, it could've been NT4 with Microsoft FTP (that one won't let you use the REST command to resume downloads!).
The only benefit that a single Xeon has over a single P3 is the larger cache and perhaps other things. Xeons were designed for high-quantity SMP. Thus, the reason why I assumed at least 4-way.
Is this the Germanizing of Linux? It seems similar to the Japanizing of cartoons and music. Oh well, now on to relevant questions.
Hopefully the KFM is faster than a crawl. If KDE2 becomes more popular than GNOME, I'd either be surprised or apathetic. Now why this "HTTP only"? Are their FTP servers too wussy to handle high bandwidth? I remember when Counter-Strike 7 was released; the only server that could sustain a transfer rate faster than 10K per second was ftp.cdrom.com (Quad Xeon 500 with 4GB of RAM and 0.5 TB of RAID 5 running FreeBSD - YEAH!). I downloaded with GetRight so I could double up at 22.2K per second. Terrorists Win!
This one applies to media mostly. "If you can view or hear it, you can save/duplicate it." This was proven for ASF with ASFRecorder. I'm sure there's something out there for RealAudio and RealVideo. What the big 5 (music CD producers), the media giants, and the software designers have to realize is that the commerce-ising of media content only leads to a feeling of rebellion. When this rebellion is adopted by programmers, they take steps to crack the code, fool the server, or otherwise wrench loose the bonds which the greedy company has placed on the media piece.
BTW, anyone know how to get around that Macrovision thing? My GeForce 2 apparently has it, but I'm running it with reference drivers. Any suggestions?
This guy has an identity crisis so bad, he can't even agree on a name for himself. Why should we even listen to Mark/Bob if he can't even be identified reliably?
Yes, I was wrong about the coding of the Unreal engine. But still, it's not the best engine in the world (someone had to finish last! hehe)
My auxiliary system is a Celeron 466 with 192 MB of RAM and 2 Voodoo 2's; I figured I could play old school Unreal again. The mouse STILL lagged, and version 205 was, plagued with some bugs (reminds me why I upgraded to 209 when I had the 233MMX with the V3).
I'm sure that all of you have your own little habits and quirks; just keep in mind that I won't criticize you excessively on them, as you did mine.
The Radeon has the best feature set available, with several advantages over GeForce:
A third texture unit per pixel
Three dimensional textures Dependent texture reads (bump env map) Greater internal color precision. User clip planes orthogonal to all rasterization modes. More powerful vertex blending operations. The shadow id map support may be useful, but my work with shadow buffers have shown them to have significant limitations for global use in a game.On paper, it is better than GeForce in almost every way except that it is limited to a maximum of two pixels per clock while GeForce can do four. This comes into play when the pixels don't do as much memory access, for example when just drawing shadow planes to the depth/stencil buffer, or when drawing in roughly front to back order and many of the later pixels depth fail, avoiding the color buffer writes.
Depending on the application and algorithm, this can be anywhere from basically no benefit when doing 32 bit blended multi-pass, dual texture rendering to nearly double the performance for 16 bit rendering with compressed textures. In any case, a similarly clocked GeForce(2) should somewhat outperform a Radeon on today's games when fill rate limited. Future games that do a significant number of rendering passes on the entire world may go back in ATI's favor if they can use the third texture unit, but I doubt it will be all that common.
The real issue is how quickly ATI can deliver fully clocked production boards, bring up stable drivers, and wring all the performance out of the hardware. This is a very different beast than the Rage128. I would definitely recommend waiting on some consumer reviews to check for teething problems before upgrading to a Radeon, but if things go well, ATI may give nvidia a serious run for their money this year.
It seems that ATI has all but sputtered to a stop as far as development goes. This was from John Carmack's .plan file from 5/17/00. Four months later, ATI is still way behind in the 3d market.
Let's hope that Lars doesn't ruin it for all of us. Seriously, stop buying their new albums; they oppose network development in all its forms unless we pay up the Metallica tariff.
My college is still using NetWare and an ISP that only gives us a 266 ping on the Internet (last time I checked, that was the latency of a 56K modem). I am personally leading a campaign for a network system overhaul. Armed with complaints of my fellow comrades and tracert printouts, I head to the IT department up in arms!
That's what remark lines are for, to index the source file.
My reason in saying that a modular setup is unstable is in the fact that the upgrading of one module at a time leads to instability from module incompatibility. For example, I installed a mod for Unreal Tournament (more modules for an already overmodularized game). I thought that it stank, so I uninstalled it. Next thing I know, the uninstaller removed a critical module inside a module, so I was forced to re-install the entire thing! That's why I hate modular setups; because of the christmas light factor: if one module goes dead, then the entire program goes kaput.
It's not a set number, it's determined by the painful but time-tested process of debugging and runtime testing; something that Linux developers never do enough of, I might add.
I said I'd keep it to a minumum, not entirely shun it. Sure, there's cases where I'd want modularity (sound engine, 3d engine, net engine), but I'm not going to subdivide related parts of code into 16 different modules, as is the case in Linux.
I've seen this all too often: companies turning their homepage into a simplistic glitzfest with only a few choices: language, and contact webmaster. I fear that we will have to start the geek revolution.
I think that RPM needs to be more like InstallShield for Windows; letting you pick the directory while it puts the system files where they're supposed to be. Enough of this "non-intervention" installation package system, it's time for the users to demand control over their own files. This right has gone unenforced for far too long.
Check out post 38 on this thread. He summed up pretty much everything that I never knew, or forgot to put in. Did he get a flamebait rating? NO!
Okay, so how much does my 500MHz P3 with a Katmai core draw? How about my Celeron 466? I just want to make a comparison.
hence the reason why the Itanium is not targeted to the consumer market. The Itanium was designed to run on systems with 1250 watt redundant power supplies which hook onto high-voltage feeds straight from the power company. That's something that you can't find at your local Fry's.
That's why they created IA-64.
Sony already has a pair of these, called the PC Glasstron. It sells for a whopping $2599.00 and offers a virtual 30" display and built-in earbuds. However, the resolution is low (832x624) and it is not for all users: "Note: This product should not be used by children age 15 or younger. Individuals with eye or heart disease or injury or high blood pressure should consult a doctor prior to use." Uh oh, that looks like all computer users over 40 and under 15. Once again, Sony caters to the super-rich.
Geeze, what'll we believe next? That he cloned Dolly? That he single-handedly took down HAMAS with a FN P90 á la Counter-Strike? Gore is contributing to the dumbing down of American society.
I thought of that one (adapted from a Jeff Goldblum line from Jurassic Park) because I was sick of software engineers coding stuff, "just because." One of my blaring examples was someone posting in the "Open MPEG-4 Contest," putting in a comment called "Write it in Java." Take a look at my reply to that. I think that my reply embodies my motivation behind my quote.
I'll sum up my opinion on QuickTime in one sentence: I love the codec and the format, but I hate the player.
Why don't we start simple, with ONE bit per electron. Once that's reliable, then try 16 bits per electron, then on and on. My quote below also applies to these rumormongrels that started this by writing the article.
It depends on whether he was using a Win98 system with Serv-U FTP or if it was a Linux box with Apache. Hell, it could've been NT4 with Microsoft FTP (that one won't let you use the REST command to resume downloads!).
The only benefit that a single Xeon has over a single P3 is the larger cache and perhaps other things. Xeons were designed for high-quantity SMP. Thus, the reason why I assumed at least 4-way.
A quote from Sun's PR team: "Hey, it was askin' for it, it had on a tight loophole!"
Hopefully the KFM is faster than a crawl. If KDE2 becomes more popular than GNOME, I'd either be surprised or apathetic. Now why this "HTTP only"? Are their FTP servers too wussy to handle high bandwidth? I remember when Counter-Strike 7 was released; the only server that could sustain a transfer rate faster than 10K per second was ftp.cdrom.com (Quad Xeon 500 with 4GB of RAM and 0.5 TB of RAID 5 running FreeBSD - YEAH!). I downloaded with GetRight so I could double up at 22.2K per second. Terrorists Win!
BTW, anyone know how to get around that Macrovision thing? My GeForce 2 apparently has it, but I'm running it with reference drivers. Any suggestions?
My auxiliary system is a Celeron 466 with 192 MB of RAM and 2 Voodoo 2's; I figured I could play old school Unreal again. The mouse STILL lagged, and version 205 was, plagued with some bugs (reminds me why I upgraded to 209 when I had the 233MMX with the V3).