Create an account


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Engine: cpu extensions

#1
Just had a concern, this is probably more suitable for Darkplaces, but getting a response around those forums is a crapshoot.

Anyways, i do have a concern. The engine currently is optimised for SSE/SSE2 extensions. Currently the code runs operations for intel-sse, specifically for skeleton/physics handling.

why exclusively MMX/SSE/SSE2, i dont understand. While it is more compatible with historic processors, its a bit archaic in terms of performance.
3dnow/SSSE3/SSE4 are much faster SIMD Extensions on newer Intel/AMD platforms, allowing faster memory handling, vector processing and better scaling. But there is also other SIMD's for non-x86 processors(neon{arm}, SPE{ppc}, MAX/RISC{HP}, VIS*{Sparc}, MIPS{misc/historic})

Inclusion of these extensions would speed up these platforms drastically, possibly exponentially(server).

PPC and ARM hurt quite a bit as a result of the lack of MMX/SSE extension. the generic method of processing skeletal/frame and physics, severely hampers these platforms performance. (first hand experience confirms this, {arm, cortex-a7}. The server performs tick operations extremely efficiently, with latency and very little cpu-cost. but physics operations[impact handling, object tracking, and skeletal handling], cause immediate spike in thread usage. the cost is so high, it causes latency on the thread of as much as 0-3ms.)

--

Thanks for taking the time to read that, if you think this is not something for Xonotic Developers to concern with, let me know, ill take this over to darkplaces corner of the net.

if there is anyway i can help, please let me know. ~Kingtiger01
Reply



Possibly Related Threads…
Thread Author Replies Views Last Post
  [META] Xonotic reboot/port in modern engine ballerburg9005 32 14,197 02-22-2022, 05:11 PM
Last Post: ballerburg9005
  [TUTORIAL] How to create a command - DarkPlaces engine C programming LegendGuard 1 2,624 03-31-2021, 03:43 PM
Last Post: LegendGuard
  Engine: thread handling kingtiger01 0 3,423 11-06-2015, 12:57 AM
Last Post: kingtiger01
  Ongoing port to the Unvanquished engine? poVoq 9 14,542 11-05-2015, 11:09 PM
Last Post: Danfun64
Brick A script engine written in QuakeC Melanosuchus 9 13,605 10-14-2014, 02:01 AM
Last Post: Melanosuchus
  Xonotic Game Engine, Mapping, Development - General Developer Questions p14r 6 10,938 08-04-2014, 10:24 AM
Last Post: p14r
  Parallelization of Xonotic (and Darkplaces engine) Sarge999 19 23,096 11-21-2011, 03:22 PM
Last Post: Sarge999
  More Engine Suggestions - Different Lighting Handling master[mind] 13 17,412 04-04-2011, 09:36 AM
Last Post: Morphed

Forum Jump:


Users browsing this thread:
1 Guest(s)

Forum software by © MyBB original theme © iAndrew 2016, remixed by -z-