Author Topic: Performance Bottlenecks  (Read 3494 times)

Offline orzelek

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Re: Performance Bottlenecks
« Reply #30 on: February 09, 2012, 02:03:16 pm »
Maybe this thread should be re-titled: "How to get GUDare's games to work"
I'm seriously considering adding a "Ultra Low" (half of Low) option to Unit Cap Scale, just for folks who really like 8xHW games.
Knowing me I would use it on normal 1HW play :D

Offline keith.lamothe

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Re: Performance Bottlenecks
« Reply #31 on: February 09, 2012, 02:42:08 pm »
Maybe this thread should be re-titled: "How to get GUDare's games to work"
I'm seriously considering adding a "Ultra Low" (half of Low) option to Unit Cap Scale, just for folks who really like 8xHW games.
Knowing me I would use it on normal 1HW play :D
Enjoy your half-a-fighter! ;)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline PokerChen

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Re: Performance Bottlenecks
« Reply #32 on: February 09, 2012, 09:50:48 pm »
There's still some problems to be ironed out for output fidelity on GPU computing.

Last time I checked in my field (biophysics simulations), a basic NVE system of particles don't always come out the same on GPU-enabled molecular simulations on repetition with the same initial seed. Bad, but some people can afford to gloss-over those "minor violations" to the statistical ensemble as long as the overall results are agreeable.

The whole story changes for multiplayer since you're running two simulations which have to agree. The current implementation in, say, NAMD, is most reliable for single-node, shared memory builds - essentially single player. As soon as you start communicating across multiple nodes on a cluster, oh boy...

The point is, people get jobs just to do this kind of thing full-time.