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Halo MP Is now Free to Play (Gaming)

by MacAddictXIV @, Seattle WA, Tuesday, August 04, 2020, 07:25 (1359 days ago) @ Cody Miller

Yeah and I would suspect it’s a smaller problem now than it was when I read about it 5-6 years ago. But it probably also varies from console to console. The PS3, for example, was famous for having all this untapped horsepower due to bandwidth bottleneck constraints. The individual components under the hood could process information faster than they could share that data with each other. That’s not the exact same thing as I was referring to above, but it might be related. I’d need to check with someone who knows what they’re talking about, lol.


Well, there is a certain amount of 'overhead' when you are dealing with multiprocessor / multicore systems, which amounts to synchronizing all the threads that are being executed simultaneously (and often out of order!). Perhaps this is what you are referring to. It's actually an issue when it comes to software design when things are multithreaded.

You. Have. No. Idea.

As for component talk, I would suspect the same thing. You could probably try and make the amount of time that components talk to each other less in comparison than trying to do as much work without talking before they have to send stuff to each other. But again, you are min-maxing tasks on average of how often they come up. So that could kill some games vs other games.

That's my thoughts, I'm a software guy not a hardware guy, but some rules still apply.


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