How do you "quad-pump" a clock? Sampling at both edges gives you a "double-pump", but where do you get two more samples..? Do you just run a second clock at 1/4 period off-phase? What's the advantage of that over running a 2x clock?
Could someone explain to me how having a longer pipeline speeds things up? this seems kinda counter intuative to me. Guess its like the pipelines in the 3D GPUs, but i don't see how that would work in a general purpose CPU.
The longer the pipeline is, the smaller each stage (of the pipeline) is. The smaller the stages are, the higher the frequencey you can run them on is. If you cut each of the existing stages exactly down the middle, you could run your CPU on twice the frequency, without making any other changes! (Of course, you can never cut a stage exactly in half, so you'll never reach 2x increase).
Why don't we make 10,000-stage pipelines, then, you might ask:). In the ideal world, a completed instruction "comes out" of the pipeline at each clock cycle, so with 2x frequency, your cpu is twice as fast. The problem is, with a huge pipeline, you increase the chance that the instruction will "stall" along the way, and you'll get less than 1 instruction (on average) coming out on each clock cycle (the "IPC" thing the article talks about). If you add enough stalls to your pipeline, your might effectively decrease your CPU's performance.
They pumped (most of) the air out of the bag, so there was no layer of air between the motherboard and the bag.. They measured the temperature ON the motherboard, not outside of the bag, and it was at -65C.
I've found the following setup for DirectPlay, Game Zone, Mplayer, and Boneyards somewhere on the web, and it has worked well for me.. You can join and play any DirectPlay games, but you can't serve them. (At least, I couldn't get it to work).
I remember reading a note that came with this, saying that you need DirectPlay 6+ for this to work, since the previous versions use random port numbers.
This is a part of the Sygate apprule file, but you should be able to convert it to whatever you need..
# DirectPlay, Game Zone, Mplayer, Boneyards - Modification tested on 8/16/99 # Most of DirectPlay games use this rule :INIT "DirectPlay" OUT TCP 47624 47624 0.0.0.0 0 R :SUB IN TCP 47624 47624 0.0.0.0 0 0 AD IN UDP 2300 2400 0.0.0.0 0 0 AD IN TCP 2300 2400 0.0.0.0 0 0 AD OUT UDP 2300 2400 0.0.0.0 0 D OUT TCP 2300 2400 0.0.0.0 0 D IN TCP 9110 9110 0.0.0.0 0 0 AD OUT TCP 9110 9110 0.0.0.0 0 D IN TCP 9113 9113 0.0.0.0 0 0 AD OUT TCP 9113 9113 0.0.0.0 0 D IN TCP 28800 29000 0.0.0.0 0 0 AD OUT TCP 28800 29000 0.0.0.0 0 D IN UDP 8000 9000 0.0.0.0 0 0 AD IN TCP 8000 9000 0.0.0.0 0 0 AD OUT UDP 8000 9000 0.0.0.0 0 D OUT TCP 8000 9000 0.0.0.0 0 D :END
Doing what they did, you have to agree it does sound like they did it for the geek challenge of it, and not to play games faster.
It sure is a sign of how bad things are for SF movies these days, when Galaxy Quest even gets considered in this category..
How do you "quad-pump" a clock? Sampling at both edges gives you a "double-pump", but where do you get two more samples..? Do you just run a second clock at 1/4 period off-phase? What's the advantage of that over running a 2x clock?
Could someone explain to me how having a longer pipeline speeds things up? this seems kinda counter intuative to me. Guess its like the pipelines in the 3D GPUs, but i don't see how that would work in a general purpose CPU.
The longer the pipeline is, the smaller each stage (of the pipeline) is. The smaller the stages are, the higher the frequencey you can run them on is. If you cut each of the existing stages exactly down the middle, you could run your CPU on twice the frequency, without making any other changes! (Of course, you can never cut a stage exactly in half, so you'll never reach 2x increase).
Why don't we make 10,000-stage pipelines, then, you might ask :). In the ideal world, a completed instruction "comes out" of the pipeline at each clock cycle, so with 2x frequency, your cpu is twice as fast. The problem is, with a huge pipeline, you increase the chance that the instruction will "stall" along the way, and you'll get less than 1 instruction (on average) coming out on each clock cycle (the "IPC" thing the article talks about). If you add enough stalls to your pipeline, your might effectively decrease your CPU's performance.
They pumped (most of) the air out of the bag, so there was no layer of air between the motherboard and the bag.. They measured the temperature ON the motherboard, not outside of the bag, and it was at -65C.
>>This would not happen if playing these games honestly was as fun as it is supposed to be.
>These people will always exist, no matter how good the game is. Look at the slashdot trolls for an example
:)
Maybe posting meaningful messages to Slashdot isn't as fun as it is supposed to be?
I've found the following setup for DirectPlay, Game Zone, Mplayer, and Boneyards somewhere on the web, and it has worked well for me.. You can join and play any DirectPlay games, but you can't serve them. (At least, I couldn't get it to work).
I remember reading a note that came with this, saying that you need DirectPlay 6+ for this to work, since the previous versions use random port numbers.
This is a part of the Sygate apprule file, but you should be able to convert it to whatever you need..
# DirectPlay, Game Zone, Mplayer, Boneyards - Modification tested on 8/16/99
# Most of DirectPlay games use this rule
:INIT "DirectPlay"
OUT TCP 47624 47624 0.0.0.0 0 R
:SUB
IN TCP 47624 47624 0.0.0.0 0 0 AD
IN UDP 2300 2400 0.0.0.0 0 0 AD
IN TCP 2300 2400 0.0.0.0 0 0 AD
OUT UDP 2300 2400 0.0.0.0 0 D
OUT TCP 2300 2400 0.0.0.0 0 D
IN TCP 9110 9110 0.0.0.0 0 0 AD
OUT TCP 9110 9110 0.0.0.0 0 D
IN TCP 9113 9113 0.0.0.0 0 0 AD
OUT TCP 9113 9113 0.0.0.0 0 D
IN TCP 28800 29000 0.0.0.0 0 0 AD
OUT TCP 28800 29000 0.0.0.0 0 D
IN UDP 8000 9000 0.0.0.0 0 0 AD
IN TCP 8000 9000 0.0.0.0 0 0 AD
OUT UDP 8000 9000 0.0.0.0 0 D
OUT TCP 8000 9000 0.0.0.0 0 D
:END