Deus Ex server optimization [topic split]

All multiplayer related discussion.

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Postby Dejavu » Fri May 16, 08 9:09 am

o_O destroyerzero is back again :D

from my server hosting experience; in dxmp, theres something very odd, on server side mostly. client side is ok, except from the nasty gpf bugs.

on server side: it looks like the game is checking all actors (active networking objects?) in game and updates their state at certain rate. dxmp has a lot more actors than unreal tournament. in ut, you have players, their weapons and weapons lying around (maybe some more? didnt play ut so much). in dxmp you have players, their weapons, their granades, items, even multiple of them. if you carry 5 bios, 5 meds, 5 lockpicks, multitools, and 3 of each granades + 3 weapons you have total of 32 actors that are being updated every x msec. in ut, considering you can carry max 9 weapons (less or more, dunno?), there is already big difference here. plus you have to consider that dxmp has a lot more actors in the world, all that items laying around + many weapon racks where are a lot of weapons.

thats why i found very interesting thing to improve server performance, when more players are playing; try to reduce number of actors in world. put only 2x2 weapon racks for TDM map, try to avoid putting in useless shit like crates and actors that have no use in multiplayer.

to test performance of server, join server with any map you like and use command: "inject userflag 1" ("inject userflag 0" disables messages). you will see whats the tickrate of server, how much time server takes for actor processing and how much for net processing (in msec). in dxmp is odd that most of processing takes net. now i can only assume, since its all related to number of actors in game, that net has special processing for all actors and there must be smth going very very wrong.

now to test my idea, try checking inject userflag on map like DXMP_Cmd which has quite a lot of actors and then make a simple map, a box and put in only playerstart, nothing else. and do inject userflag then :) you will notice that your custom map will have server side processing for actors and net virtually zero. the values you get depends on servers side CPU speed.

so what ive learned; the best method in dxmp to achieve best performance for more players is simply the brute strenght and speed of CPU. faster the CPU is, more players your server will hold without increasing pings too much and giving lag.

thats why i still hold the record of 32 players (i think sr has screenshot of that) in server and pings werent 500 or more. the cpu was E4300 OCed at 3ghz with 333FSB.

i know this is not a lot, but theres coming even better performance soon. a friend that is offering dxmphosting.com servers is building a new server that will be shipped to germany for dxmp purposes. the CPU there is E8300 engineering sample which OCs like mad. hes promising to run it at 4GHz (at FSB 500!!!!). for all those that dont know this CPU, it has 6 megs of L2 cache (E4300 has only 2 megs). the performance compared to my OCed E4300 which i had are around 80% higher!!! if all goes well, you will soon see a new 32 slot server online that will be able to trully hold 32 players without any kind of lag and only for little highered pings.
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Postby Alex » Fri May 16, 08 9:30 am

Hi DejaVu. You're entire thing of "less actors is better" is full of shit, to be honest.
You look at Actors. Do you know what the parent class of Actor is? Object.

I once counted ALL objects in Smuggler. (or Area51Bunker, cant remember which of the two). You know how many I counted?
Up to 54.000. Yes, that many. You know why? For EVERYTHING, even a STRING, a new object is created. So 100 more or less Actors wont matter that much, it most likely only matters because you see them. Mind you, the client only processes the things it sees, in DXMP_Cmd you have a lot of brushes, and the client needs to process that, if you only have 1 brush, hell, of course it's better than DXMP_Cmd.

And a 8300... it's not really what I'd call a good server processor =/ What OS is he running? I may hope Windows 2003? Or windows 2008?
EDIT: Wait, he's going to use a DUALCORE for his server? How many DX servers is he going to host on that? He must host at least 4 to 6 to make a little profit, or else he will just lose money. And if he hosts 4 to 6 servers, those servers will be crap as the physical server will be overloaded then...
Last edited by Alex on Fri May 16, 08 9:31 am, edited 1 time in total.
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Postby Dejavu » Fri May 16, 08 1:00 pm

sorry about my terminology alex

(active networking objects?)


that what i meant. of course not all objects in MP are being updated constantly. brushes and shit like that gets initialized on start only. then they are not touched anymore. i hope you understand now what wanted to say.

E8300 is not so special just as it is. 2,83ghz = 333 FSB x 8,5 multi, with 6 meg L2 cache. however, it still reaches around 16,5 sec with super pi 1 meg benchmarking (ive reached around 20 sec with OCed E8300, and my CPU ran at same FSB, the only important difference was that my CPU had only 2 meg L2 - here you can see how important L2 is).

E8300 @ 4ghz (500 FSB x 8 multi) reaches 11,5 sec in super pi 1 meg. show me 1 cpu that is capable of getting such super pi result with stock settings. no xeon cpu is capable of that. you can spend 1000 € on xeon cpu and yet, you still wont get out such performance.

just for reference, pentium 4, 1,8ghz reaches 1min 30 sec super pi 1 meg, pentium 4, 2,66ghz reaches 1min, amd xp 3200+ around 50 sec. of course, super pi runs on single core only since its single threaded benchmarking test. you can get super pi here: http://www.xtremesystems.com/pi/
and test 1 meg on your cpus and you will see what im talking about. this tool is for pure cpu speed testing.

what has OS version to do with dxmp hosting? i think the most important is to use as little as possible services and to use win32 nt based OS for max reliability (win2k and up).

4 or 6 or whatever number of dxmp servers, it will still beat every other dxmp server. and considering there are almost never more than 30 players playing dxmp at the same time, he could eventually put unlimited number of dxmp servers on (as long as there are enough RAM resources avaliable).
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Postby Alex » Fri May 16, 08 1:39 pm

Dejavu, objects and such that can not be seen by the client, are not replicated. But as soon as the client CAN see them, they ARE replicated. Better said, EVERYTHING is an active networking object. (Ok, most like brushes not, but the rest most certainly is)
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Postby Dejavu » Fri May 16, 08 1:43 pm

http://wiki.beyondunreal.com/Legacy:UT_Console

INJECT USERFLAG 1
When connected to a server displays statistics once per tick.

i=20 cli=3 act=4.3 (640) net=2.3 pv/c=80 re p/c=0 rp c/c=0

i=Server tickrate, Cli= Number of Clients, act= Time spent on processing Actors (ms), (640) number of actors, net= Time spent on network processing (ms). Assuming a tickrate of 20, if act + net = 50 the server is running at 100% CPU utilization ( 1000ms / 20 = 50 ). If cli is greater than the number of players in the game the server most likely suffers from the win2k creeping ping bug. Note: INJECT USERFLAG 0 turns off output.


do test on your own and you will understand what i mean.
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Postby Alex » Fri May 16, 08 1:49 pm

Dejavu wrote:http://wiki.beyondunreal.com/Legacy:UT_Console

INJECT USERFLAG 1
When connected to a server displays statistics once per tick.

i=20 cli=3 act=4.3 (640) net=2.3 pv/c=80 re p/c=0 rp c/c=0

i=Server tickrate, Cli= Number of Clients, act= Time spent on processing Actors (ms), (640) number of actors, net= Time spent on network processing (ms). Assuming a tickrate of 20, if act + net = 50 the server is running at 100% CPU utilization ( 1000ms / 20 = 50 ). If cli is greater than the number of players in the game the server most likely suffers from the win2k creeping ping bug. Note: INJECT USERFLAG 0 turns off output.


do test on your own and you will understand what i mean.

It counts the Actors, oh wow. As I said, OBJECTS, not ACTORS.

Read my posts, will ya?
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Postby Dejavu » Fri May 16, 08 2:08 pm

i mean, test in game and you will see that server with less actors uses less processing time.

put on server on another box, and join DXMP_Cmd map. remember the values for act and net.

then modify DXMP_Cmd, remove all actors and join on modified map, and compare act and net values to previous ones :)

then you will understand what i mean.
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Postby Alex » Fri May 16, 08 2:12 pm

Dejavu wrote:i mean, test in game and you will see that server with less actors uses less processing time.

put on server on another box, and join DXMP_Cmd map. remember the values for act and net.

then modify DXMP_Cmd, remove all actors and join on modified map, and compare act and net values to previous ones :)

then you will understand what i mean.

Of course it's a difference, a thousand less actors to process is a big difference, but a few, as you did with your adjusted maps? Not a big difference, then to think everyone has to redownload those maps off YOUR server... while others are playing. Not good for the ping as well.
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Postby Dejavu » Fri May 16, 08 2:51 pm

OFMP maps had considerable optimization. unfortunatelly, ive lost them all, but i remember i optimized them to use as much as 33% less processing time. so, if the net was 0,3ms with 1 player in on standard map, new net would be 0,2ms.

i remember that most OFMP maps on my E4300 @ 3ghz had 0,1ms net processing time with 1 player inside. and all i did was to make only 2x2 weapon racks and removed useless shit out of the map :)

33% optimization is not bad at all; instead of 12 players, you can host 16 players server with about the same cpu utilization. so my server at 32 players had around the same utilization as with 24 players on non modified map. my server probably wouldnt be able to hold 32 players without massive lag, but OFMP enabled me to do that.

about downloading; you cant host decent server without 100mbit line. if you do have 100mbit line, then you dont have to worry about downloaders. users still dont have such speed that would spike other players in server. besides, even if someone dlded with full 100mbit speed from the server, which is real 12,5 megs per sec and if the map is 4 megs big, it would only take 1/3 of a second. probably most players wouldnt even notice this.

and besides #2; nepths is able to limit max uploading speed on server side or not? ^^
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Postby ~ô¿ô~Nobody~ » Fri May 16, 08 3:49 pm

Make a cube and 2 spawn points and you got your optimized map. :roll:
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Postby Alex » Fri May 16, 08 4:11 pm

~[A]Nobody~ wrote:Make a cube and 2 spawn points and you got your optimized map. :roll:

Not two! Only one, of course. Two is waaay to many.
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Postby Destroyerzero » Fri May 16, 08 5:39 pm

Dejavu wrote:sorry about my terminology alex

(active networking objects?)


that what i meant. of course not all objects in MP are being updated constantly. brushes and shit like that gets initialized on start only. then they are not touched anymore. i hope you understand now what wanted to say.

E8300 is not so special just as it is. 2,83ghz = 333 FSB x 8,5 multi, with 6 meg L2 cache. however, it still reaches around 16,5 sec with super pi 1 meg benchmarking (ive reached around 20 sec with OCed E8300, and my CPU ran at same FSB, the only important difference was that my CPU had only 2 meg L2 - here you can see how important L2 is).

E8300 @ 4ghz (500 FSB x 8 multi) reaches 11,5 sec in super pi 1 meg. show me 1 cpu that is capable of getting such super pi result with stock settings. no xeon cpu is capable of that. you can spend 1000 € on xeon cpu and yet, you still wont get out such performance.

just for reference, pentium 4, 1,8ghz reaches 1min 30 sec super pi 1 meg, pentium 4, 2,66ghz reaches 1min, amd xp 3200+ around 50 sec. of course, super pi runs on single core only since its single threaded benchmarking test. you can get super pi here: http://www.xtremesystems.com/pi/
and test 1 meg on your cpus and you will see what im talking about. this tool is for pure cpu speed testing.

what has OS version to do with dxmp hosting? i think the most important is to use as little as possible services and to use win32 nt based OS for max reliability (win2k and up).

4 or 6 or whatever number of dxmp servers, it will still beat every other dxmp server. and considering there are almost never more than 30 players playing dxmp at the same time, he could eventually put unlimited number of dxmp servers on (as long as there are enough RAM resources avaliable).



Very bad example, since Super Pi itself is a program that generates a Synthetic result and not true real world data. The program is integer based and doesn't use processor registers to calculate its data...so its just a RAW SPEED TEST on how fast it can fetch from System Memory....So its more of a memory test than a processor test, but the morons try telling you otherwise.

In regards to processors:

The C2Ds, C2Qs, Opterons and A64s all have eight 32 bit registers. This is because 20 years ago, we decided as a world that the maximum number of registers a 32-bit program can utilize is 8 registers. In order to get around that, we decided to use as much as the width as possible. In other words...In one register using different variable widths, we can use as much of the width as possible. The catch is that we need registers which are Integer and some that are floating point.

When you run a 64-bit Operating System, these processors have 16 registers, which are floating point, and 16 general purpose registers, per core. The width is doubled and can store two 32 bit instructions. A 32-bit program that has "64-bit mode" or a "register-assignment mode" which btw existed in the 80s and 90s ends up assigning a lot more to the registers themselves. We have no limit on the number of 64-bit registers a program can use.

Even a 32-bit Program benefits in a 64-bit environment because you get double the registers and double the width, and since the limit is no longer 4GB of Memory across the entire system, a 64-bit OS itself, actually allows 4GB of RAM, per 32-bit process to be allocated.

Synthetic Benchmarks are Theoretical and many times I have seen the wrong data. A true processor test moves as much data as possible to the processor registers.....Anything which the processor can not store in registers gets moved to L2 or L3 cache. Everything else goes in system memory.

Super Pi uses System Memory, not registers and even if it did.....It does not represent accurately the stress of the processor since.....a core 2 Quad on a 64-bit OS 128 registers @ 64 bits (16x4 GPRs, 16x4 FPRs), On a 32-bit OS, its 64 registers @ 32 bits ( 8x4 GPRs, 8x4 FPRs)....Mathematically you get 1/4th the space on 32-bit.

All my tests on Windows XP 64-bit and Ubuntu 64-bit have given me 12 - 30% more performance when running the same 32-bit programs on a 64-bit Environment. Even Crytek who made Crysis has openly stated that running the program in "64-bit mode" (which is using more of the registers of the processor) benefits from a 20 - 25% performance increase at 1680 x 1050 (the resolution tested).

Finally...To drive the concept home :)

Your video card also uses 64-bit registers when a 64-bit driver is used and has double the registers and double the width. Lets not forget about SYSTEM MEMORY and Video Card RAM ITSELF....Memory is also 64-bit. It has been since SDRAM days.

When a 32-bit OS is used with a Video Card and Ram, those have to default into writing in 32-bit mode. This means HALF OF YOUR MEMORY BEING WASTED FROM THE START since its restricted to writing in HALF THE WIDTH.

For this reason, the worse thing any Computer user can do in todays world is own an A64, C2D. C2Q or Opteron and RUN a 32-bit OS on it. Even worse is to run 32-bit technologies in a 32-bit OS with 32-bit drivers where everything is restricted and claim that a 32-bit synthetic application will give you overall real-world results to your 64-bit technology.
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Postby Destroyerzero » Fri May 16, 08 5:57 pm

Alex wrote:
Destroyerzero wrote:Thanks

I'll apply it next server boot. I still want to test under the settings I have :)

Remove DXMTL160.

And as for the hardware, I * think * each gameserver runs on it's own core. And I'm afraid you can't compare pings from other games with Deus Ex, as there's a big difference between 'ping' and how it 'feels'.


Pardon me for double posting, so I will keep this short...since last post was a wall of text.

When you run a program on Windows XP, the processor affinity marks all cores by default. If a single core program assigned to 4 cores, it copies scripts and wastes memory. DX is a single core program.

Launch a Server, then go to start/run/taskmgr, to the processes tab, click on DeusEx -----> Processor Affinity and you will see what I mean...Uncheck all but one box.
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Postby Alex » Fri May 16, 08 6:09 pm

Destroyerzero wrote:
Alex wrote:
Destroyerzero wrote:Thanks

I'll apply it next server boot. I still want to test under the settings I have :)

Remove DXMTL160.

And as for the hardware, I * think * each gameserver runs on it's own core. And I'm afraid you can't compare pings from other games with Deus Ex, as there's a big difference between 'ping' and how it 'feels'.


Pardon me for double posting, so I will keep this short...since last post was a wall of text.

When you run a program on Windows XP, the processor affinity marks all cores by default. If a single core program assigned to 4 cores, it copies scripts and wastes memory. DX is a single core program.

Launch a Server, then go to start/run/taskmgr, to the processes tab, click on DeusEx -----> Processor Affinity and you will see what I mean...Uncheck all but one box.

My personal DX is already edited to only run on 1 core, as for the server, not hosted by me :)
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Postby Destroyerzero » Fri May 16, 08 6:46 pm

Thats a good thing Alex.

Also, in response to Dejavu's claim and ACT. :)

INJECT USERFLAG 1
When connected to a server displays statistics once per tick.

i=20 cli=3 act=4.3 (640) net=2.3 pv/c=80 re p/c=0 rp c/c=0

i=Server tickrate, Cli= Number of Clients, act= Time spent on processing Actors (ms), (640) number of actors, net= Time spent on network processing (ms). Assuming a tickrate of 20, if act + net = 50 the server is running at 100% CPU utilization ( 1000ms / 20 = 50 ). If cli is greater than the number of players in the game the server most likely suffers from the win2k creeping ping bug. Note: INJECT USERFLAG 0 turns off output.


What processor? Processors have different ALU and FPU performance scaling per generation. Secondly, there is only one real place inside of a computer that has a millisecond response time in information....that is a hard drive itself. You can eliminate the millisecond and convert it to nanoseconds by throwing the whole server into a Ramdisk.

Im running extreme settings in my server right now, its located inside a Ramdisk of 3GB (I use ramdisk for a lot of things) set to realtime priority settings and to one core. It requires the nanosecond response time of Memory to do what I am trying to do with my settings.
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Postby Dejavu » Mon May 19, 08 8:23 am

Destroyerzero wrote:All my tests on Windows XP 64-bit and Ubuntu 64-bit have given me 12 - 30% more performance when running the same 32-bit programs on a 64-bit Environment.


are u claiming that your dxmp server runs 12-30 % server faster on 64bit OS?

if its so, then you are again full of shit.

tell me, how can an old game such as dx, which has been compiled for 32bit cpus benefit running on 64bit. i would understand that, if the dxmp itself has a lot of memory management need to do where 64bit addressing of it gives you more space.

but naturaly, 64bit registers offer no better performance to program, which is using only 32 bit registers. you would have to recode whole dx to work with 64bit registers.

and since, the 32 bit program is running on 64 bit environment, lets not forget that kernel mode is in 64bit. so each time dx calls any WIN API that has its roots in kernel mode, the system has to switch between 32 bit mode and 64bit mode, then after finished work in kernel mode, switch back to 32 bit mode. this effect can even slow down 32 bit program on 64 bit OS!!!

Secondly, there is only one real place inside of a computer that has a millisecond response time in information....that is a hard drive itself. You can eliminate the millisecond and convert it to nanoseconds by throwing the whole server into a Ramdisk.


again im wondering if you ever even knew "inject userflag" command.

the quote itself says:
Time spent on processing Actors (ms), net= Time spent on network processing (ms).


where is any talk about response times? its time needed for processing various stuff.
eg.:
variable start saves current time
do work
...
read current time and substract start variable and show the result as act or net

this has nothing related to diskdrive, its access time etc. ramdisk is useful only for WINAPI calls like CreateFile, ReadFile, WriteFile etc.

if you have a lot of phisical ram memory, then its best to disable paging file and you force win to load all his stuff directly into memory + programs load all needed stuff into memory (not using HD).

ramdisk is therefore useful only on server start and at each map load, it wont reduce net and act time at all.

Very bad example, since Super Pi itself is a program that generates a Synthetic result and not true real world data. The program is integer based and doesn't use processor registers to calculate its data...so its just a RAW SPEED TEST on how fast it can fetch from System Memory....So its more of a memory test than a processor test, but the morons try telling you otherwise.


im gonna debug it and see if thats fully true. ive not seen any program in my life thats not using cpu registers.

claiming that program uses no registers is very stupid, as you know that registers like EIP, ESP,... are always used/changed no matter what.
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Postby Mastakilla » Mon May 19, 08 2:40 pm

Right I don't know much of the stuff you guys are talking about here, but when I hosted a server and deleted alot of the barrels and useless items I did get a performance boost on the server. But to say:

DejaVu wrote:try to avoid putting in useless shit like crates and actors that have no use in multiplayer.


Goes a little too far and reminds me of some other time involving DejaVu and telling us what real multiplayer is, lol. Crates are probably the most fun in DXMP. :roll:

Also:

Alex wrote:I once counted ALL objects in Smuggler. (or Area51Bunker, cant remember which of the two). You know how many I counted?
Up to 54.000.


I'm glad you found something usefull to do with your life <3 :lol:
Last edited by Mastakilla on Mon May 19, 08 2:46 pm, edited 2 times in total.
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Postby Destroyerzero » Mon May 19, 08 8:18 pm

Dejavu wrote:
Destroyerzero wrote:All my tests on Windows XP 64-bit and Ubuntu 64-bit have given me 12 - 30% more performance when running the same 32-bit programs on a 64-bit Environment.


are u claiming that your dxmp server runs 12-30 % server faster on 64bit OS?

if its so, then you are again full of shit.

tell me, how can an old game such as dx, which has been compiled for 32bit cpus benefit running on 64bit. i would understand that, if the dxmp itself has a lot of memory management need to do where 64bit addressing of it gives you more space.

but naturaly, 64bit registers offer no better performance to program, which is using only 32 bit registers. you would have to recode whole dx to work with 64bit registers.

and since, the 32 bit program is running on 64 bit environment, lets not forget that kernel mode is in 64bit. so each time dx calls any WIN API that has its roots in kernel mode, the system has to switch between 32 bit mode and 64bit mode, then after finished work in kernel mode, switch back to 32 bit mode. this effect can even slow down 32 bit program on 64 bit OS!!!

Secondly, there is only one real place inside of a computer that has a millisecond response time in information....that is a hard drive itself. You can eliminate the millisecond and convert it to nanoseconds by throwing the whole server into a Ramdisk.


again im wondering if you ever even knew "inject userflag" command.

the quote itself says:
Time spent on processing Actors (ms), net= Time spent on network processing (ms).


where is any talk about response times? its time needed for processing various stuff.
eg.:
variable start saves current time
do work
...
read current time and substract start variable and show the result as act or net

this has nothing related to diskdrive, its access time etc. ramdisk is useful only for WINAPI calls like CreateFile, ReadFile, WriteFile etc.

if you have a lot of phisical ram memory, then its best to disable paging file and you force win to load all his stuff directly into memory + programs load all needed stuff into memory (not using HD).

ramdisk is therefore useful only on server start and at each map load, it wont reduce net and act time at all.

Very bad example, since Super Pi itself is a program that generates a Synthetic result and not true real world data. The program is integer based and doesn't use processor registers to calculate its data...so its just a RAW SPEED TEST on how fast it can fetch from System Memory....So its more of a memory test than a processor test, but the morons try telling you otherwise.


im gonna debug it and see if thats fully true. ive not seen any program in my life thats not using cpu registers.

claiming that program uses no registers is very stupid, as you know that registers like EIP, ESP,... are always used/changed no matter what.


Nice long post, I like it....

If you had studied computer architecture.....You would not have written this reply to me. I feel I am dealing with someone who doesnt understand how register depth works and how clock cycling is optimized. Please go read up on it.....

You should be wise to remember that what you are defending in the 32-bit world is an Operating System, that has a Kernel that had a conceptual design from 1998, used a rehash of windows NT code, had optimized settings for windows 2000 and looser settings for XP in 2001....and the fundamental design is 10+ years old.

While, XP 64-bit is based on Windows Server 2003, a Server Operating System where in the Industry memory and resource management are at the highest priority and the target of the OS itself, were people in Industry and not everyday people....and you are telling me that although I have seen gains in every program I have ran with my own eyes and not theoretical synthetic BS...that there is no gain...

That was your first mistake....

And here you are STILL defending SuperPi, believing its a full test against your processor...all because you believe in Synthetic Results.

This was your second mistake.

Telling me I am full of shit w/o knowing what my career involves on a day to day basis. Swearing and labeling me at the same time proves your immaturity...Which is a reason why I don't talk to people like you if you get angry this quickly.

You are far too immature for my tastes and can't handle anyone opposing your opinion.

This last mistake is your downfall.

Good Day.

P.S: I knew about userflags. Im licensed to work with the Unreal Engine and I am part of the Unreal Developers Network (UDN). Also, I have tons of memory, I know what to do with it....You don't need to treat me (and everyone you meet) like a child in computers.
Last edited by Destroyerzero on Mon May 19, 08 8:45 pm, edited 3 times in total.
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Postby Dejavu » Wed May 21, 08 8:23 am

dz, dont be so sensitive.

you were right about superpi, it doesnt use much registers.

but still, putting dxmp into ram disk wont help you with net and act improvement, you have to confess to me, that im right about this one.

btw, maybe im gonna make a benchmarking tool that uses only registers and stack, whats mostly used by many applications. but im sure of that running it on faster cpu will give me better performance :)
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Postby bambi » Tue Jul 26, 11 9:05 pm

holy fark!

This thread was like the hall of fame of computer brainiacs...
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Postby or 1=1 » Tue Jul 26, 11 9:49 pm

Dejavu can't run Crisis 2
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Postby [FGS]Fear » Wed Jul 27, 11 7:00 pm

he can, but just at 1x1 resolution
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Postby or 1=1 » Wed Jul 27, 11 7:03 pm

[FGS]Fear wrote:he can, but just at 1x1 resolution


Heyo my emo friend
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Postby [FGS]Fear » Wed Jul 27, 11 7:06 pm

Hi
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