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[NYTimes] Software Progress Beats Moore's Law

post #1 of 5
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Quote:
A report by an independent group of science and technology advisers to the White House, published last December, cited research showing that performance gains in doing computing tasks that result from improvements in software algorithms often far outpace the gains attributable to faster processors.
http://bits.blogs.nytimes.com/2011/0...ts-moores-law/
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Haha I wish game designers and driver devs used that "ingenuity" to make their code more efficient. Then we wouldn't have crap like Crysis. Seriously, 2 6990s CF'd with ~50 FPS with the game maxed out? If that isn't inefficient design, I don't know what is. Why do we still use polygons? If they had put some thought into it, we'd long be using point cloud data sets instead of outdated polygons.
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post #3 of 5
Quote:
Originally Posted by Waltibaba View Post
Haha I wish game designers and driver devs used that "ingenuity" to make their code more efficient. Then we wouldn't have crap like Crysis. Seriously, 2 6990s CF'd with ~50 FPS with the game maxed out? If that isn't inefficient design, I don't know what is. Why do we still use polygons? If they had put some thought into it, we'd long be using point cloud data sets instead of outdated polygons.
Someone hasn't looked at a console game lately...

I'm amazed that they can get games to look as good as they do on such out-dated hardware.
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post #4 of 5
Have you ever tried to write your own code? Even for something as simple as finding a square-root?

Writing a programme that will do it quickly for small numbers is easy. Writing one to do it quickly for any kind of number is hard. The basic idea of tracking down two integers the square-root lies between and then finding the point between it through trial and error rather than actual mathematics will give you an idea of how much a task can be optimized.

I think that the best way to think of this is in the form of a flow-chart, where the fewer times you have to refer to it and the fewer steps you have to take, the more efficient the programme.

We've been getting better at designing flowcharts.
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post #5 of 5
Quote:
Originally Posted by Waltibaba View Post
Haha I wish game designers and driver devs used that "ingenuity" to make their code more efficient. Then we wouldn't have crap like Crysis. Seriously, 2 6990s CF'd with ~50 FPS with the game maxed out? If that isn't inefficient design, I don't know what is. Why do we still use polygons? If they had put some thought into it, we'd long be using point cloud data sets instead of outdated polygons.
It's not as easy as you think. Writing efficient code takes A LOT more time then writing code that will just work. It's easier for these companies to just release a poorly optimized game and bank off the initial sales then it is for them to slow down the development process by optimizing the game, or spend resources to fix it after its released.

And if you disapprove of badly optimized games, then you need to boycott them. As if we dont then developers will continue to get away with selling a $50 game that takes $2,000+ to run at a constant 60 fps. It's a joke.
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