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Bots and Simulations => Simulation Emporium => Topic started by: jknilinux on December 12, 2009, 11:02:08 PM

Title: overclocked gaming rig vs. COTS PC
Post by: jknilinux on December 12, 2009, 11:02:08 PM
What sort of speedup can we expect for DB2/3 with some expensive, exotic PC system (for example, overclocked Intel Skulltrail/upcoming core i9) over a COTS Pentium 4 PC? Exponential?
Or, would it provide a better speedup with, say, 5 p3 PCs versus 1 exotic gamer PC? Would that provide an exponential speedup?

I'm thinking with DB3, since it's supposed to be highly parallelized, several low-end PCs would perform better than 1 uberfast PC. However, with the more serialized DB2, we should expect better performance with 1 high-end PC, right?

Also, would it be faster to network several low-end computers with small size environments/populations or use 1 high-end PC with a large-size environment?

Basically, I have like 4 p3 laptops I never use, is it worth it to connect them together with ethernet and have each one run a small DB sim w/ teleporters connecting them?
Title: overclocked gaming rig vs. COTS PC
Post by: jknilinux on December 12, 2009, 11:39:18 PM
Oh, before I forget, will we expect it to run on XBOX 360 better than any mid-range PC?
Title: overclocked gaming rig vs. COTS PC
Post by: Numsgil on December 13, 2009, 02:41:04 AM
Title: overclocked gaming rig vs. COTS PC
Post by: jknilinux on December 13, 2009, 04:37:39 AM
The RAM on the Xbox 360 is faster than that on most PCs, but it only has 512 mb. How will that affect DB3? I'd imagine problems with large size/population sims. Do you know if it's possible to upgrade the RAM on it?

Also, since the Xbox OS runs on a PPC, could it be ported to, say, a PS3?
Title: overclocked gaming rig vs. COTS PC
Post by: Numsgil on December 13, 2009, 05:08:09 AM
You can't upgrade the RAM.  Also, the RAM is shared with the graphics card (unified memory architecture) so the working set of usable memory might be less than that depending on what you're doing on the graphics card.  I don't know what sort of affect that will have on simulation size.

I do a bit of PS3 programming at work.  It is a horrible evil demon spawn of a machine to develop for (though still better than the Wii).  I don't know what sort of programming access it has for indie developers, though.  It's basically one core from the XBox 360 and 6 SPUs.  An SPU is a specially designed vector processor.  It can't directly access main memory (everything has to be marshaled) and has a 256KB local store (basically a L2 cache).  The PS3 also has 256 MB of RAM instead of 512 (there's another 256 in the graphics card, though), so memory would be even tighter.

So long story short it's an entirely different platform from the XBox, and requires you to directly target it.  I don't think there'd be a way to target the SPUs from .NET code, either, so harnessing the console would be difficult.  And I have no idea how open it is to programming without a devkit.