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zeus78
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Posted - 2006.01.03 22:42:00 -
[1]
Edited by: zeus78 on 03/01/2006 22:43:24 Does anyone know if ccp plans on releasing a client that will support SMT(simultaneous multi-threading technology)and/or 64bit? Maybe a Dev can help out with this.
Thanks all  |

theRaptor
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Posted - 2006.01.03 23:25:00 -
[2]
Originally by: zeus78 Edited by: zeus78 on 03/01/2006 22:43:24 Does anyone know if ccp plans on releasing a client that will support SMT(simultaneous multi-threading technology)and/or 64bit? Maybe a Dev can help out with this.
Thanks all 
Right because writing an extra client that less then 1% of players can use is a good use of programmer time. It will happen when the average gamer is running Windows 64bit on their dual-core CPU.
I don't think you trust, in, my, self-righteous suicide. |

zeus78
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Posted - 2006.01.04 04:06:00 -
[3]
Edited by: zeus78 on 04/01/2006 04:06:31 You know it was a question, and a lot more people are starting to look into it. So why not shut up unless you have something constructive to say.
I love the way people need to flame other people with dumb comments.
Please anyone else that would have something worth posting post Thanks gain
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Cybu
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Posted - 2006.01.04 13:06:00 -
[4]
There are a lot of people having 64bit CPUs but not upgraded to XP 64 bit yet since the software and drivers never arrives.
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theRaptor
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Posted - 2006.01.04 13:06:00 -
[5]
Originally by: zeus78 Edited by: zeus78 on 04/01/2006 04:06:31 You know it was a question, and a lot more people are starting to look into it. So why not shut up unless you have something constructive to say.
I love the way people need to flame other people with dumb comments.
Please anyone else that would have something worth posting post Thanks gain
That isn't a flame, so get a clue. Please explain to me why CCP should waste months of programmer time to write a client that a tiny minority of it's player base could use? There would be more Linux players then ones with Windows 64 bit or SMT. I am a programmer so I have some idea of the amount of effort it would take.
I don't think you trust, in, my, self-righteous suicide. |

Scetrov
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Posted - 2006.01.04 13:46:00 -
[6]
Seing as CCP are implementing the move from 32-bit server code to 64-bit server code, I guess they will see how much work it actually is before they decide to create a 64-bit client. Ofcourse it would mean maintaining 2 clients, which depending on how the client has been written could be blindly easy or prohibitivly hard.
Guess we will just wait and see.
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Deakin Frost
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Posted - 2006.01.04 22:26:00 -
[7]
Edited by: Deakin Frost on 04/01/2006 22:29:44 ^^^ I heard the client and server share a lot of code. So it shouldn't be too much work. The majority of EVE is implemented in Python anyway, so they'd just need a 64bit Python runtime, which they're getting from Stackless, and port the 3D and audio engine, which should be minimal work unless they coded themselves into a corner (i.e. relying on 32bit integer overflows everywhere and jokes like that).
Originally by: theRaptor Right because writing an extra client that less then 1% of players can use is a good use of programmer time. It will happen when the average gamer is running Windows 64bit on their dual-core CPU.
Uh, you don't need to write a specific client, applications optimized for multiprocessing will run just fine on single CPU machines. And unless done as a hack job, with no speed impact. For that matter, EVE uses already multiple threads, how interlocked they are is a different matter.
It'd be nice though, if different jobs would be optimized to run async or on different threads. It can't be that e.g. calling People&Places, opening subcategories or group info on the market locks up the client everytime it synchronizes data.
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theRaptor
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Posted - 2006.01.05 01:18:00 -
[8]
Edited by: theRaptor on 05/01/2006 01:20:58
Originally by: Deakin Frost Uh, you don't need to write a specific client, applications optimized for multiprocessing will run just fine on single CPU machines. And unless done as a hack job, with no speed impact. For that matter, EVE uses already multiple threads, how interlocked they are is a different matter.
:sigh: It still takes lots of programmer effort to write a new client. Programmer effort that should be spent fixing all the bugs and lag in RMR not writing a new client for a tiny minority of the userbase. And no EVE does not have multiple threads AFAIK, stackless Python virtual micro threads are all contained in one windows process. They aren't real threads, and they can't easily be forked to a new process AFAIK.
I don't think you trust, in, my, self-righteous suicide. |

Deakin Frost
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Posted - 2006.01.05 20:01:00 -
[9]
Edited by: Deakin Frost on 05/01/2006 20:04:08 WTF!
Task manager does tell me indeed that there's only one thread. What the fricking hell is that? I'm sorry for the false assumption. I get five threads when I activate audio.
No surprise this game freezes for every jackass thing it does, when everything runs on the same thread blocking itself wherever possible. I want to smack CCP in the face.
And you still don't need to write a new client to parallelize it.
The first thing CCP would need to do is to spread the different non-audio subsystems out on different threads, so the game doesn't block everytime it waits for some blocking action to finish.
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theRaptor
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Posted - 2006.01.05 21:56:00 -
[10]
Originally by: Deakin Frost Edited by: Deakin Frost on 05/01/2006 20:04:08 WTF!
Task manager does tell me indeed that there's only one thread. What the fricking hell is that? I'm sorry for the false assumption. I get five threads when I activate audio.
No surprise this game freezes for every jackass thing it does, when everything runs on the same thread blocking itself wherever possible. I want to smack CCP in the face.
And you still don't need to write a new client to parallelize it.
The first thing CCP would need to do is to spread the different non-audio subsystems out on different threads, so the game doesn't block everytime it waits for some blocking action to finish.
The problem is stackless python AFAIK, when they wrote EVE it only supported running as a single process IIRC.
I don't think you trust, in, my, self-righteous suicide. |

Deakin Frost
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Posted - 2006.01.05 22:42:00 -
[11]
Edited by: Deakin Frost on 05/01/2006 22:44:50 Well, I hope their further optimizations, hopefully already for Kali, include parallelization of the code.
--edit: Reading how these microthreads work, I don't see why they can't just request the Stackless guys to implement M:N thread mapping to speed things up.
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Hawk Firestorm
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Posted - 2006.01.05 23:12:00 -
[12]
A SMT client would be nice and could go along way to improving the overall performance of the client in general, and Hyperthreading CPU's are common place now, dual cores will be soon too.
As far as 64 bit well I doubt very much there's going to be a mass migration of users to 64 bit windows.
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