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Intel

Submission + - Intel caught cheating in 3DMark benchmark (techreport.com) 3

EconolineCrush writes: 3DMark Vantage developer Futuremark has clear guidelines for what sort of driver optimizations are permitted with its graphics benchmark. Intel's current Windows 7 drivers appear to be in direct violation, offloading the graphics workload onto the CPU to artificially inflate scores for the company's integrated graphics chipsets. The Tech Report lays out the evidence, along with Intel's response, and illustrates that 3DMark scores don't necessarily track with game performance, anyway.

Comment Re:Computational Problem (Score 3, Interesting) 253

You're close to right. There's been a lot of work on completely non-spatial distributed server architectures (mostly using distributed hash tables and occasionally multicast between servers) but they don't scale as well as expected. There's a reason for spatial partitioning - things close to each other tend to interact more.

Fixed partitioning is the easy way to do spatial partioning - you drop boundaries and migrate objects that cross them. Often you use design to allow interaction between partitions to be ignored, so you don't need any communication between servers besides migration. Dynamic partitioning would largely solve this problem (as, generally, you're never actually in a region where you can interact with more than a several dozen other players) but is HARD if you want consistency.

Guaranteeing instantaneous consistency is impossible - you've got hundreds to thousands of servers and keeping them all in lockstep at 30Hz with a potential for same-frame interaction between objects just isn't going to happen. Instead, what if you thought of the game as a simulation of abstract moore machines. Every frame each object looks at the state of of the wold and then sets it's state for the next frame and maybe creates other objects. Inter-object events can be modeled as objects that exist for a single frame and the receiver looks for. This means no instantaneous inter-object communication, but that's generally acceptable and likely unavoidable.

Now, network latency between servers could still be a problem: as the system grows it's impossible to keep it in lock-step even with the slightly relaxed communication requirements. This can be solved by employing a technique used in distributed databases: eventual consistency. Lets explicitly allow inconsistent state to exist between servers instantaneously, but guaranty that it will be eventually be resolved. Lets have objects use a subscription model for their observations and send those subscriptions to all servers that might contain matching objects. When a server sees an object matching a remote subscription it sends over the object with enough state to run a dumb predictor (that can't look at the dynamic state of any other objects). The server with the subscribing object can then use that state and predictor to keep the object in sync and then service the actual subscription. Back on the server with the object that mached the subscription, it makes a local copy of the proxy it sent. It updates the copy along the the rest of the work, and compares it with the real object to detect when the remote server made an incorrect prediction. In this event, it sends an update to the subscribing server with the new state.

Now you should say, "Wait! That update won't arrive until the server had already run the simulation for that frame!". Yep, you're probably right. However, because there's this subscription data available, the server can very efficiently re-run the simulation, touching only objects that might have detected the change (and any consequential changes). This might cause further updates to other servers, but because of generally sparse nature of interactions in games, the state on all servers for a given frame will quickly be consistent.

This was almost my thesis before I got pulled into graphics and wii remotes. If this interests you and you'd like to see an early paper about it, drop me a line: [my_username]@[my_username].org.

Comment They could explain their better (Score 3, Interesting) 86

As a Google Voice user, I was confused when I tried to call a free conference call service and my phone never rang. No error message and the web UI acted like it was placing the call. I tried through the dial-in interface and got "that number is not valid" or something to that extent. They could at least explain WHY they're not allowing the call to go through.

Censorship

Submission + - AT&T Censors 4chan server 13

An anonymous reader writes: http://www.reddit.com/r/reddit.com/comments/94pf2/att_is_now_blocking_all_access_to_img4chanorg/ Details how img.4chan.org (home of the notorious /b/ — "Random" image board) is being actively blocked by AT&T. According to the scant details available on 4chan and Reddit there are reports that img.4chan.org has become inaccessible from California to Texas and some reports claim as far east as Connecticut. Supposedly this is to stop a ring of pedophiles, but as one Reddit poster said it best "First the came for the pedophiles and I was not a pedophile..."
Disturbing news indeed.
Censorship

Submission + - AT&T blocks img.4chan.org from customers (reddit.com) 11

bmecoli writes: "AT&T seems to be blocking img.4chan.net which hosts the infamous /b/ (random) board, as well as /r9k/. Those who have contacted AT&T representatives were told that the site is in fact blocked, so this isn't a technical problem, and all the other 4chan subdomains work fine."

Comment Re:...and? (Score 1) 52

Map files for unreal-engine games contain, among many other things:
* source geometry objects
* compiled BSP tree
* lights
* baked lightmaps
* source of any map-specific scripts
* bytecode-compiled map-specfic scripts

The source data isn't used by the game at runtime (save dynamic lights) but if you point the editor at any shipped map its all there (except 3rd party maps that have been cleaned/obfuscated). The same goes for the UnrealScript source of the engine itself: it's all available in the various .u files along with the bytecode the game actually executes. The only parts of an Unreal game that isn't source-available are the low-level native code bits of the engine: graphics, AI pathfinding, sound, etc.

Privacy

Submission + - American copyright arms get longer

Anonymous Coward writes: "In Australia, you are no longer safe from the long arms of American law as the Australian Government recently agreed to extradite an Australian citizen for breach of copyright. As mentioned in The Age, the punishment for copyright crimes in the USA is worse than rape in Australia. Which is the greater crime? And in the Czech Republilc, The Prague Post carries a story about how the police there are now carrying our raids and arrests (at the behest of American copyright giants), now that they can legally download music locally in their country."
United States

Submission + - EPA modifiying fuel efficiency standards in 2008

antifoidulus writes: Yahoo finance is running an article detailing how the EPA is changing fuel efficiency standards for 2008 models. This seems to be the first overhall of the miles per gallon(1 mpg=.42 kpl) since the 1980's. Previous tests assumed that drivers did not exceed 55 mph(88 kph), that drivers never used their air conditioner and heaters. The new tests push cars up to 80 mph(128 kph) and drive them in hot and cold weather conditions. Naturally the reported MPG number has dropped, for example the Prius' reported mileage dropped 20%, but the new number reflects what most drivers see. And as always, your mileage may vary. (Your kilometres per litre may vary)
Privacy

Submission + - US to pass bill outlawing genetic discrimination

fatduck writes: "NewScientist reports that, "On 25 April, the House of Representatives voted 420 to 3 to pass the Genetic Information Nondiscrimination Act (GINA). The Senate is expected to endorse the act within a few weeks, which is also supported by President Bush." "There is no gene for the human spirit.""

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