Nota Bene, guys and girls - Tom didn't "do" the review. It was Frank Völkel and Bert Töpelt . Tomas Pabst is the site founder, and in reality the writing is done by staff. Credit where credit is due and all that.
Anyone else frightened by the positive and negative potential of the "Grid" refered to towards the bottom of the article? At once, the notion of distributed computing at this level overwhelms the mind in terms of the benifit to research and developement. But it also seems to tap into a familiar theme in sci-fi - the interweaving of all the world's computers into some sort of incomprehensible entity that eventually destroys humankind for whatever reason (inefficiency, malaise, etc.).
Another thing: this article doesn't get into any of the specifics of the networking and transport models of the internet2. I have looked on the internet2 website to no avail as to quesitons of compatability with the current internet, readiness for ipv6, and built in security features. Has anyone hacked the internet2? It might end up being the fastest way to get your MS Passport stolen.
Thanks! I was unaware of this architecture. The initial findings seem good, but I have yet to find time to check out the audio quality of the plug-ins. The code on ladspa.org looks better than much of the code I have seen for similar purposes. I couldn't tell from the documentation (was there any?) at the ecawave home page what the supported sound formats were, but the UI seemed a bit arcane though, and the last thing I need is to code my own shell again. Thanks, though, for some really great pointers.
Sorry for the confusion. 'They' refers to HardOCP through context. Saying HardOCP again is bad style, IMO. By the by, I'm not disagreeing with your comments about geeks per se, but I have published articles (philosophy) that seem coherent, and I do consider myself a semi-literate geek.
Technically, you are correct. However, what I meant is that it is the biggest graphics-intensive game out there, and perhaps, as I have stated in previous posts, even this might be erroneous. Maybe I should have said that it was the biggest benchmark out there. But do the Sims, Unreal, or CS have their own category on/.?Regardless, the question was of optimization, integrity, and honesty, and I'm not sure why a few posters have chosen to disect my post when the article and ATI's eventual response to this issue is deserved of the bulk of the scrutiny.
As the original poster, I was trying to get in as much info as possible in a short synopsis. Heck, I was so focused on craming it in there that I forgot to submit this in the Quake section, though I am not 100% that it belongs there. I was (and still am) unaware of any statistics that identify one game as more popular than another; I was merely going on hype and sales. I am not calling you out, but I would be interested if you knew of any place with concrete info on the subject. I don't agree that this is just a benchmark issue, though. If these drivers decrease the visual quality, then it is a quality-of-experience issue as well.
I'm sorry you found my submission to be flamebait. I was merely trying to relay an interesting story and pose an open question with my take on it as a frame. Just what did you find to be flamebait? Quake 3 is the biggest IMO, and that is complemented by the fact that demo001 is the measuring stick for video card performance. Intel designed the P4 with gaming in mind, specifically games with the Quake 3 engine. They also have optimizations for photoshop, as posted above and elsewhere. I'm not sure what I wrote that got you so riled up, but whatever it was, I apologize.
I have been experimenting with Linux and professional audio production for some time, with few productive results. One obvious limitation, as stated before, is driver support, but another real factor in Linux's inefficacy in this medium is that there is no support for VST, DirectX, ProTools, and other proprietary plug-ins. In wintendo or on any mac os since 8, audio plug-ins (db-audio, timeworks, sonic foundry) have been more or less designed to be interchangeable between several applications, so that the user can apply the same effect in Wavelab, Cool Edit, Cubase, etc. There is no such standardization in Linux audio. In audacity, for example, the only effects availible are internal, and bad internals at that. You could code your own, but the underlying framework is suspect at that (no 24-bit support, no 32-bit flp editing). And let's face it, most *nix that I have ever used was not written with by audiophiles nor with audiophiles in mind; thus, the os's built-in capability for high-end "professional" features is very limited when compared to BeOS (r.i.p.) or windows.
The speed lost in using wine is reason enough just to load windows for pro audio apps - 'nough said. But there must be potential for Linux Audio, right? Better addressing, quicker drive access - hmmm. Just not yet.
Nota Bene, guys and girls - Tom didn't "do" the review. It was Frank Völkel and Bert Töpelt . Tomas Pabst is the site founder, and in reality the writing is done by staff. Credit where credit is due and all that.
Anyone else frightened by the positive and negative potential of the "Grid" refered to towards the bottom of the article? At once, the notion of distributed computing at this level overwhelms the mind in terms of the benifit to research and developement. But it also seems to tap into a familiar theme in sci-fi - the interweaving of all the world's computers into some sort of incomprehensible entity that eventually destroys humankind for whatever reason (inefficiency, malaise, etc.).
Another thing: this article doesn't get into any of the specifics of the networking and transport models of the internet2. I have looked on the internet2 website to no avail as to quesitons of compatability with the current internet, readiness for ipv6, and built in security features. Has anyone hacked the internet2? It might end up being the fastest way to get your MS Passport stolen.
Thanks! I was unaware of this architecture. The initial findings seem good, but I have yet to find time to check out the audio quality of the plug-ins. The code on ladspa.org looks better than much of the code I have seen for similar purposes. I couldn't tell from the documentation (was there any?) at the ecawave home page what the supported sound formats were, but the UI seemed a bit arcane though, and the last thing I need is to code my own shell again. Thanks, though, for some really great pointers.
Sorry for the confusion. 'They' refers to HardOCP through context. Saying HardOCP again is bad style, IMO. By the by, I'm not disagreeing with your comments about geeks per se, but I have published articles (philosophy) that seem coherent, and I do consider myself a semi-literate geek.
Technically, you are correct. However, what I meant is that it is the biggest graphics-intensive game out there, and perhaps, as I have stated in previous posts, even this might be erroneous. Maybe I should have said that it was the biggest benchmark out there. But do the Sims, Unreal, or CS have their own category on /.?Regardless, the question was of optimization, integrity, and honesty, and I'm not sure why a few posters have chosen to disect my post when the article and ATI's eventual response to this issue is deserved of the bulk of the scrutiny.
As the original poster, I was trying to get in as much info as possible in a short synopsis. Heck, I was so focused on craming it in there that I forgot to submit this in the Quake section, though I am not 100% that it belongs there. I was (and still am) unaware of any statistics that identify one game as more popular than another; I was merely going on hype and sales. I am not calling you out, but I would be interested if you knew of any place with concrete info on the subject. I don't agree that this is just a benchmark issue, though. If these drivers decrease the visual quality, then it is a quality-of-experience issue as well.
I'm sorry you found my submission to be flamebait. I was merely trying to relay an interesting story and pose an open question with my take on it as a frame. Just what did you find to be flamebait? Quake 3 is the biggest IMO, and that is complemented by the fact that demo001 is the measuring stick for video card performance. Intel designed the P4 with gaming in mind, specifically games with the Quake 3 engine. They also have optimizations for photoshop, as posted above and elsewhere. I'm not sure what I wrote that got you so riled up, but whatever it was, I apologize.
I have been experimenting with Linux and professional audio production for some time, with few productive results. One obvious limitation, as stated before, is driver support, but another real factor in Linux's inefficacy in this medium is that there is no support for VST, DirectX, ProTools, and other proprietary plug-ins. In wintendo or on any mac os since 8, audio plug-ins (db-audio, timeworks, sonic foundry) have been more or less designed to be interchangeable between several applications, so that the user can apply the same effect in Wavelab, Cool Edit, Cubase, etc. There is no such standardization in Linux audio. In audacity, for example, the only effects availible are internal, and bad internals at that. You could code your own, but the underlying framework is suspect at that (no 24-bit support, no 32-bit flp editing). And let's face it, most *nix that I have ever used was not written with by audiophiles nor with audiophiles in mind; thus, the os's built-in capability for high-end "professional" features is very limited when compared to BeOS (r.i.p.) or windows.
The speed lost in using wine is reason enough just to load windows for pro audio apps - 'nough said. But there must be potential for Linux Audio, right? Better addressing, quicker drive access - hmmm. Just not yet.