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#13 | |
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CUBE
Join Date: Jan 2003
Location: PA, USA
Posts: 18,844
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Besides, textures are stored in video memory (usually), if the CPU needed to do anything with them, youd be constantly swapping over the AGP bus to system memory. Im pretty sure it doesnt work that way.
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#14 | |
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Join Date: Oct 2002
Posts: 104
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#15 | |
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Sittin in the Sun
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64bit cpu's excute instructions 64bits long as opposed to 32bits long. (When running in native 64bit mode). Their register widths are 64bit, as opposed to 32bit, so maths on very big integer numbers can be done more efficiently. The amount of instructions it performs at the same time is do with the pipeline depth, which has very little basis on the size of instructions it executes. Also the A64 has alot more general purpose registers, so an .exe specifically compiled for it, can potentially create better code in areas that are very variable heavy. Instead of storing variables on the stack, it can keep more data in registers, which is faster. |
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#16 | |
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CUBE
Join Date: Jan 2003
Location: PA, USA
Posts: 18,844
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I think we need to see some benchmarks
![]() Im still skeptical... Ive never heard of CPUs having anything to do with texturing, so unless 32bit CPUs are limiting texture resolution somehow, why does a 64bit get better textures? I understand, speeding up the whole thing means you can add more details, but if the details arent something the CPU controls anyway, then you can increase texture resolution regardless of the CPU's power. I honestly dont know what to think of this, I dont think we have had any 64bit games yet. Id love to see some benchmarks... it really doesnt make sense to me though.
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#17 |
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Join Date: Jun 2004
Posts: 179
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The whole point of 3d accelerators to begin with was to offload ALL texture-processing OFF the cpu, and the point of implementing pixel shaders was because the cpu CAN'T access the textures once they've been transferred to the graphics card.
So, no... this is pure PR bs. I don't know if I'm right about this part, but the only case (that I can imagine) where a 64-bit processor would have any *major* effect on texture size performance is in a case where the textures exceed a 32-bit processor's 4gb limit. And, well, a 2048x2048x32 texture only takes 16 MEGAbytes, so we're a good ways off until it becomes a limiting factor. Of course, 64-bit optimizations should be able to help in other cases, like geometry, AI, and physics.
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It's better to be dead and cool than alive and uncool. |
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#18 | |
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Registered User
Join Date: Jul 2002
Posts: 622
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Not that the 64-bit version won't have additional performance - it might simply due to the added registers in the A64 - but it has absolutely bunk to do with increasing the texture quality. The shots provided indicate the 32-bit version has been crippled, rather than the A64 version being propelled forward due to "64 BITZ OF POWER11!!". |
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#19 |
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Registered User
Join Date: Jul 2004
Posts: 86
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This isn't even the first 64bit game. There is a port of Unreal Tournament 2004 to 64-bit linux. Icculus (Ryan Gordan) did the port, anyone interested in if the 64-bit would help textures, etc. would do well to send him an email. http://icculus.org
Leech |
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#20 |
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CUBE
Join Date: Jan 2003
Location: PA, USA
Posts: 18,844
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They are sort of milking the thing the console market did a few years ago...
Remember when everything was 16bit, 32bit or 64bit? That had squat to do with the actual power of the system, and I almost wonder if the "bit" thing was made up entirely (just as a way to gauge the consoles power in compairison to others). I mean, people thought the Gameboy Advance had the power of a Playstation because it was "32bit". When the PS2 and XBox came around, no one even mention bits because it didnt mean anything any more (it never really did, but i guess people got smarter). Heh, sorry for the OT... i realize A64s are beasts, im not downplaying 64bit CPUs (though their performance advantage is probably 90% related to the integrated memory controler, not that they are 64bit) ![]()
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#21 | |
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Join Date: Jul 2002
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www.tntblowout.com
Join Date: Aug 2004
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#23 |
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Registered User
Join Date: Jun 2004
Posts: 179
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Here's a few bench comparisons between 64-bit and 32-bit (among other things), including Quake3 and what I presume to be a 64-bit optimized version of UT2004.
http://www.linuxhardware.org/article...39&mode=thread
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It's better to be dead and cool than alive and uncool. |
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#24 | |
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CUBE
Join Date: Jan 2003
Location: PA, USA
Posts: 18,844
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__________________
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