hoho wrote: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.
No, I bow out because you are impossible to discuss things with as you don't seem to understand that different words have different meanings.
Here are some examples (I have highlighted the words you seem to have failed to understand their meaning of, where appropriate).
I can't see any reason why a 486 fab'd using todays technology can't run at the frequency
of the other CPU's produced today.
you reply starts with:
Long story short, pipeline length.
and ends with:
Long story short, you'd not get comparable IPC for the 486-cluster if you take all the limitations into account.
There is a difference between the term frequency: used to refer to the clock-rate (the exact term YOU used in your original claim) of a CPU, and it's pipline length or it's instructions per cycle.
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
SQL queries take ages compared to stuff in Factorio,[...]
I was talking about experimental results in one problem domain. A domain that, just like games, has not been made to run using parallel code. You site the differences between two applications, in two different domains, in two stages of development as a reason why my general purpose solution cannot be applied in any other domain. You also offer no explanation as to why the interdependencies in a game far outweigh the interdependencies in my desktop application. Considering that you need to give 27,000 reasons, you have a lot of work to do.
This issue really permeates that entire post: you are comparing results from an experimental desktop application written by 2 people over 2 years to an almost feature-complete game that has had up to 7?? full time programmers working on it over a 5 year period.
Well, not having FPU or SIMD instructions wouldn't bother me at all as I personally
HATE floating points and believe
that they should die a slow and horrible death.
You may not like them but you will not want to run game code on fixed point math.
Do you wish to school me on catholicism while you are at it?
Just in case you didn't get it: I am telling you that you are unable to tell me what I want and don't want.
I am bowing out because I cannot continue to respond to your posts if every time you respond you choose to ignore key words or previous sentences that give what I have said context.
OMG... Just realised that I have said this before... you suckered me in again....