Since modern operating systems won't let you directly access hardware, the only way to do what you want is to bypass the OS, and thus write drivers for any hardware you may want to use. And the resulting demo will only run on your particular machine, or one extremely similar to it. Good luck with that.
As for counting cycles, I don't think it's even possible in modern CPUs due to how they run instructions out of order.
If the Nouveau project doesn't get support from Nvidia, how did they manage to support this new chip before it's release? Have they had access to one of the cards sent to the press?
Optimus isn't a graphics adapter. It's just software in the drivers that switches between the IGP and the discrete GPU on the fly when needed. I thought the reason it wasn't available on Linux was that Xorg simply didn't support hot-swapping of GPUs.
The Vita also has 128MB of dedicated VRAM which the iPad (or any other smartphone or tablet for that matter that I'm aware of) doesn't, making things even more difficult to compare.
Gaming doesn't "live and die on the bleeding edge" like you say. If the huge popularity of consoles and flash games isn't obvious enough, you just have to take a look at the most played games on Steam and you'll see none of them requires high end machines.
Then you could probably have the physics engine in one CPU, the AI in another, the background object management in a third, and so on.
That's a bad way to design your engine, even in a homogeneous multi-core system like a PC. You'll be wasting a lot of resources because only a few of those tasks will require a whole processor for themselves, so it'll be idling most of the time. A better approach is to break down your engine into a large number of small more or less self contained tasks, then implement a jobs system that takes those tasks and runs them on whatever processor is free at that moment. This is how most current high end game engines work and it works well on both the PS3 and the Xbox/PC.
That's assuming the game uses the canvas element. From a cursory look at the page's source, it doesn't appear to use it but I could be wrong.
There were cut-scenes back then?
Your GPU is irrelevant since it's not used in this Javascript version. But yes, I agree with your general sentiment.
Michael Larabel is from Phoronix, not Valve...
Valve didn't announce it. Phoronix did a few times the last couple of years but so far nothing official from Valve.
Raspberry Pi has a Broadcom GPU, not Qualcomm.
They may have moved to 64k because that was the maximum size of an executable .COM file on CP/M and MS-DOS.
Since modern operating systems won't let you directly access hardware, the only way to do what you want is to bypass the OS, and thus write drivers for any hardware you may want to use. And the resulting demo will only run on your particular machine, or one extremely similar to it. Good luck with that.
As for counting cycles, I don't think it's even possible in modern CPUs due to how they run instructions out of order.
The thing has 128KB of RAM, not 512 bits...
That was before they were bought by the media companies (Columbia and BMG).
Yes, I read that. That's why I was asking how they got the hardware.
The rumours around all point to all next gen consoles having AMD GPUs in them though.
If the Nouveau project doesn't get support from Nvidia, how did they manage to support this new chip before it's release? Have they had access to one of the cards sent to the press?
Optimus isn't a graphics adapter. It's just software in the drivers that switches between the IGP and the discrete GPU on the fly when needed. I thought the reason it wasn't available on Linux was that Xorg simply didn't support hot-swapping of GPUs.
They weren't hand-drawn, they were computer-generated off-line and stored as images on the CD.
The Vita also has 128MB of dedicated VRAM which the iPad (or any other smartphone or tablet for that matter that I'm aware of) doesn't, making things even more difficult to compare.
Looks like KDE's Folder View widgets.
Gaming doesn't "live and die on the bleeding edge" like you say. If the huge popularity of consoles and flash games isn't obvious enough, you just have to take a look at the most played games on Steam and you'll see none of them requires high end machines.
Then you could probably have the physics engine in one CPU, the AI in another, the background object management in a third, and so on.
That's a bad way to design your engine, even in a homogeneous multi-core system like a PC. You'll be wasting a lot of resources because only a few of those tasks will require a whole processor for themselves, so it'll be idling most of the time. A better approach is to break down your engine into a large number of small more or less self contained tasks, then implement a jobs system that takes those tasks and runs them on whatever processor is free at that moment. This is how most current high end game engines work and it works well on both the PS3 and the Xbox/PC.
It was TechRadar.
Why don't you just stop reading these updates if you're not interested in them?
I guess you didn't read the whole post since he mentioned Capcom as one of the few Japanese developers who get it right.
I think that's equivalent to XBLA, not XBLIG. As far as I know, Sony doesn't have any equivalent to XBLIG or the App Store.
He was talking about systems that used this particular VDP. None of those you mentioned did.
I wouldn't be so sure of that. DosBox on Linux will probably run more games than FreeDOS, especially if you try to run FreeDOS on modern hardware.