I'm not justifying, I'm explaining what I thought was plain obvious to everyone.
I remember the last time we had similar discussion you also bowed out in a similar way when I started putting up hard data that showed your claims to not apply to real life.
Search found 677 matches
- Wed Sep 27, 2017 5:13 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200343
- Tue Sep 26, 2017 7:56 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200343
Re: Parrallel processing in games & applications
I am also stating that I have never seen study of the application of his law on an code in anything but a trivial cases such as "how parallel can you make a binary sort"... well it's a merge sort isn't it? So we have no idea if we are right up against the parallel wall or if Factorio coul...
- Mon Sep 25, 2017 7:59 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 55818
Re: Friday Facts #209 - Optimisation is a way of life
Heh, IPC is pretty much the definition of how good a CPU is at running stuff, at least when it's measured in practice and not just something on paper*. Yeah, Intel has been better than AMD since Core/Core2 came out and K10 flopped. HUGE part of it is significantly better cache/memory system that is ...
- Mon Sep 25, 2017 6:22 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200343
Re: Parrallel processing in games & applications
Most of what you have said is counter-productive. Pulling out single lines from a post only causes confusion. If you have a question then ask. I was countering specific assertions. I can't really see how it could have been confusing. Amdahl's law was shown perfectly in your own example where 60x mo...
- Mon Sep 25, 2017 6:02 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 55818
Re: Friday Facts #209 - Optimisation is a way of life
The chopping is probably the problem. They didn't forsee that they have to chop at one point and now everything is designed in a way that makes chopping it into multiple pieces really hard. Main problem is, chopping things up and gluing it together itself will cause an overhead even if all other co...
- Mon Sep 25, 2017 5:12 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 120338
Re: [MOD 0.12.12+] Research queue 1.2.6
I'm having a bug with the mod. I have a metric ton of mods installed and when I open up the research queue screen, at the end of the list there will be a "blank" button that doesn't function as a button and has no picture on it. After that is added to the grid, nothing else gets added. Whe...
- Mon Sep 25, 2017 5:26 am
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 55818
Re: Friday Facts #209 - Optimisation is a way of life
Every optimization I've seen talked about applies just as well for AMD as well. Do you really know your stuff about micro-optimization and have looked at the optimizations they used? Considering I am specifically hired to optimize code for the company I work for, yeah, I do dare to say I know my st...
- Mon Sep 25, 2017 5:16 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200343
Re: Parrallel processing in games & applications
Sure but his code is nothing like what games run. I'm willing to bet those thousands of cores aren't syncing up their work 60x per second.Tigga wrote:His upper end was 27k cores. Assuming that means 27k pieces of independent work, that's just about enough for most GPUs to hide the latencies.
- Sun Sep 24, 2017 5:34 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200343
Re: Parrallel processing in games & applications
I've not been following this thread very closely. What about GPUs? 7.5k might be a bit low thread count, but if you can get "much, much higher" then GPUs seem like a fairly solid bet. GPUs are absolutely horrible for running general purpose code. They have both HUGE latencies and have hor...
- Sun Sep 24, 2017 5:11 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200343
Re: Parrallel processing in games & applications
It's an interesting question and one that I can't answer except to say that it will depend on the application being run, so I will instead talk about the results I have been able to get during our experimentation. Feel free to go as deep as you need, pretty sure I can handle it :) For example, the ...
- Sun Sep 24, 2017 4:39 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 55818
Re: Friday Facts #209 - Optimisation is a way of life
Every optimization I've seen talked about applies just as well for AMD as well.TheTom wrote:While we are at it - are you now testing and optimizing also against AMD Zen? They sell like crazy and we would not mind having Factorio properly optimized for them.
- Sat Sep 23, 2017 8:00 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 588297
Re: [MOD 0.15.x] pY Coal Processing
Those are some pretty walls but what's the deal with the circled parts? They look as if there is a gap between the vertical and horizontal wall.
- Sat Sep 23, 2017 7:53 am
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 55818
Re: Friday Facts #209 - Optimisation is a way of life
Well how about allowing mods to use separate CPU thread to run? I'm sure that factorisimo running in 8 more threads itself with each of mini factory which is world itself would allow us to create insanely big worlds. But that would require some connection that connects those separated worlds. Probl...
- Fri Sep 22, 2017 6:12 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200343
Re: Parrallel processing in games & applications
If we enable our applications to decentralise their processing requirements by running concurrently on 20,000+ cores then we may open up new avenues for chip designers to create more usable FLOPS for us. Problem with that would be the rate and latency of data transfer between all those cores. Compu...
- Sat Sep 16, 2017 10:29 pm
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 25277
Re: Friday Facts #208 - Tips and tricks improvement
Regarding the problem that no-one reads the tips and tricks, one possible solution is to add a tip to the loading screen at the start of the game. (Obviously I'm meaning a different tip each time the game loads). +1, putting tips on a loading screen is standard game design now. Our loading screen i...
- Fri Sep 08, 2017 3:21 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200343
Re: Parrallel processing in games & applications
Having multiple threads in flight per core on Sparc makes sense. Not so much on a x86 CPU. Most obvious difference is that Sparc has almost an order of magnitude higher memory throughput. Second, it doesn't have to context switch to wait for data to be pulled into CPU/caches. Context switch pollutes...
- Sun Sep 03, 2017 1:28 pm
- Forum: News
- Topic: Friday Facts #206 - Workflow optimisation
- Replies: 84
- Views: 39573
Re: Friday Facts #206 - Workflow optimisation
4) if your build process could use more than one core rather than the insanely expensive i9 you could have had a 14 core xeon for a similar amount of cash Half of the build time (or maybe even more now) is due to linking which is just single thread. Would splitting the executable to several dlls/so...
- Sat Sep 02, 2017 1:43 pm
- Forum: News
- Topic: Friday Facts #206 - Workflow optimisation
- Replies: 84
- Views: 39573
Re: Friday Facts #206 - Workflow optimisation
So Jai Programming Language? You mean this? https://en.wikipedia.org/wiki/Jonathan_Blow#JAI_language Yes. So any distant future plans on recompiling Factorio into Jai and getting rid of .lua permanently? Seems like possible option for Factorio 2 (If it is ready and proves to be actually as good as ...
- Fri Sep 01, 2017 7:40 am
- Forum: General discussion
- Topic: CPU performance benchmarks
- Replies: 169
- Views: 86412
Re: Anyone Ryzen Benchmarks?
guess main issue is not been able to limit factorio to using 8mb L3 cache if that is even a thing you can do Factorio working dataset is a LOT bigger than any L3 in any CPUs. I guessing ryzen 2 or 3 they mite go with a single L3 cache so it's a true 8 core with no ccx jumping Hopefully. Currently, ...
- Thu Aug 24, 2017 8:59 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 291562
Re: PyCoalTBaA or the PyCoal Angels Patch
When i'm playing with PYCP and angel's refining i have bug named - "something vent wrong" Same here. I tried various combinations of different versions of PyCoal/refining mod and still had same issue. It seems to be caused not by this PyCoalTBaA patch but PyCoal itself. Though it seems li...