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Comment Re:ok .. (Score 1) 195

Well that is a decent solution actually... use the PC -- do what you want with it -- pay less for it -- not have tonnes of redundant hardware and accessories -- don't have a platform developer to pull the plug and deprecate every piece of art in its catalog (Poor Oddworld: Stranger's Wrath) -- use whatever control mechanism the game developer wishes to support (rather than the platform developer) -- not pay license fees to said platform owner.

If only an open platform like Linux actually had enough marketing to stretch its wings.

Comment Re:It is all about resolution (Score 1) 422

He's (now) still talking about using videocard hardware... just not the Direct3D/OpenGL libraries to interface with them.

So it's not a memory bandwidth issue -- because the component that's used for the massively-parallel processing would essentially still be a videocard.

Don't confuse "Software Rendering" with "CPU-Only" rendering. The videocard will still be there... along with its memory and massively parallel many-simple-core structure. The difference is instead of making Direct3D and OpenGL function calls, you'll be making code that looks sort-of like a very very very multithreaded software renderer.

Comment Re:It is all about resolution (Score 1) 422

Framerate locking IS common... because on the console with set hardware you can optimize to hit one specific framerate... ... and then when you port to the PC you need to keep the framerate locked (or have a REALLY painful porting process) because of all the assumptions you made making the console version assuming the framerate will always be 30 fps (like with Gametime, etc)

Comment Re:It is all about resolution (Score 2, Interesting) 422

They must of been drinking the same, with all due respect to an otherwise extremely bright programmer, software rendering kool-aid as Tim Sweeney.

"The End of the GPU Roadmap" http://graphics.cs.williams.edu/archive/SweeneyHPG2009/TimHPG2009.pdf

And while Real-Time Ray Tracing is the "Holy Grail" and is achievable, there is no way VRAM is going away to be replaced with traditional CPU memory. There are so many memory optimizations in the rendering pipeline that it would be stupid to suggest that it all should be tossed out and use slow DRAM instead.

He was actually talking about something like CUDA or OpenCL programs that look similar to a typical software rendering engine.

GPUs would still be there... but you would "talk to them" in a similar way you would a CPU. Only with slightly more simple commands that are parallelized across thousands of cores.

Basically Tim Sweeney is annoyed at all the DirectX and OpenGL quirks they need to dodge and would want to program each engine basically from first principles -- but still use the GPU for calculations that could be split into hundreds or thousands of independent parts.

Comment Re:This is why I love iPhone (Score 1) 98

Yet every iPhone susceptible to that exposure could be updated within 2 weeks. I would like to see Android pull that one off...

If Apple gets around to it, of course.

They've been known to let vulnerabilities go until they can roll them all up into a nice 250MB-or-so patch.

Hey, what's the rush? They're not a target.

Comment Re:I wonder... (Score 1) 1135

And if the security measures really helped... I'm sure there'd be more support. There's a balance between security and convenience/performance/freedom in whatever we do. Many people have many different lines they draw -- regardless of where you draw your line... you need to be efficient at getting the most of the former for the least of the latter. I mean hey -- easy way to solve this problem: ban flying. No airplane problems then.

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