POV-Ray : Newsgroups : povray.off-topic : Need for speed Server Time
14 Oct 2026 17:17:24 EDT (-0400)
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From: andrel
Subject: Re: Need for speed
Date: 14 Jul 2008 14:33:50
Message: <487B9C46.6060803@hotmail.com>
On 14-Jul-08 9:14, Orchid XP v8 wrote:
> Chambers wrote:
> 
>> Heh... while I never used the original model, most of the schools 
>> where I lived used IIe's or later.  As the article says, there are 
>> *still* schools around that have labs full of them.
> 
> Must be a regional thing... When I was at school, it was the BBC Micro - 
> and nothing else!
> 
Regional, as in 'country wide monopoly'.


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From: andrel
Subject: Re: Need for speed
Date: 14 Jul 2008 14:43:56
Message: <487B9EA5.7020509@hotmail.com>
On 14-Jul-08 16:32, Warp wrote:
> Chambers <ben### [at] pacificwebguycom> wrote:
>> Orchid XP v8 wrote:
>>> But anyway, I was under the impression they used to be M68k-based, and 
>>> then PPC, and then recently went to Intel Core 2.
> 
>>  From Wikipedia*: "Throughout the 1980s and much of the 1990s, the Apple 
>> II was the de facto standard computer in American education; some of 
>> them are still operational in classrooms today.
> 
>   There's no use in trying to convince him that Apple computers are or have
> ever been popular anywhere. He will never believe it, no matter how much
> evidence you pour to him.

No, he has vaguely heard of them, but it was before his time. While we 
take an active interest in what happens in this world and how that came 
about, he doesn't. I didn't believe it possible, until I met Andrew. Now 
I have to admit that continuously living in the present is just as valid 
and consistent as my way of life. You just have to remember when talking 
to him that he has this strange behaviour.


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From: Warp
Subject: Re: Need for speed
Date: 14 Jul 2008 15:02:16
Message: <487ba2b7@news.povray.org>
andrel <a_l### [at] hotmailcom> wrote:
> No, he has vaguely heard of them, but it was before his time. While we 
> take an active interest in what happens in this world and how that came 
> about, he doesn't. I didn't believe it possible, until I met Andrew. Now 
> I have to admit that continuously living in the present is just as valid 
> and consistent as my way of life. You just have to remember when talking 
> to him that he has this strange behaviour.

  Well, Apple computers being rather popular in some places *today* is
the present.

-- 
                                                          - Warp


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From: John VanSickle
Subject: Re: Need for speed
Date: 14 Jul 2008 15:03:52
Message: <487ba318$1@news.povray.org>
Orchid XP v8 wrote:

> But anyway, I was under the impression they used to be M68k-based, and 
> then PPC, and then recently went to Intel Core 2.

That was the Mac series.  The 8-bit computers that preceded the Mac used 
the 6502 (or variants thereof).

Regards,
John


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From: Darren New
Subject: Re: Need for speed
Date: 14 Jul 2008 15:27:07
Message: <487ba88b$1@news.povray.org>
John VanSickle wrote:
> Orchid XP v8 wrote:
> 
>> I just wrote the assembly on a piece of paper, and when the program 
>> was properly finished, it'd do the "assembling" part by hand. (I.e., 
>> open my dad's book and leaf through the op-code table.)
> 
> Hand assembly was actually a common practice until 16-bit processors 
> made this too troublesome;

Actually, it was pretty common before, too. Lots of machines designed to 
be programmed in assembler had opcodes organized in a way that made it 
easy to remember them and how to code them. If nothing else, it made 
debugging via memory dumps easier. (You wonder why C supports octal?)

-- 
Darren New / San Diego, CA, USA (PST)
  Helpful housekeeping hints:
   Check your feather pillows for holes
    before putting them in the washing machine.


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From: andrel
Subject: Re: Need for speed
Date: 14 Jul 2008 15:34:19
Message: <487BAA74.5010108@hotmail.com>
On 14-Jul-08 21:02, Warp wrote:
> andrel <a_l### [at] hotmailcom> wrote:

>>> There's no use in trying to convince him that Apple computers are or have
>>> ever been popular anywhere. He will never believe it, no matter how much
>>> evidence you pour to him.

>> No, he has vaguely heard of them, but it was before his time. While we 
>> take an active interest in what happens in this world and how that came 
>> about, he doesn't. I didn't believe it possible, until I met Andrew. Now 
>> I have to admit that continuously living in the present is just as valid 
>> and consistent as my way of life. You just have to remember when talking 
>> to him that he has this strange behaviour.

>   Well, Apple computers being rather popular in some places *today* is
> the present.

I don't think Apple ][ computers are much used anymore and that is the 
one he was not familiar enough with to know which processor that used.
As I said above that is probably because they were already outdated when 
he started using computers. I think there is absolutely no reason to 
assume he dislikes them. So to be honest I don't see why you react this 
way (I refer to the 3 lines above that I reincluded).


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From: Orchid XP v8
Subject: Re: Need for speed
Date: 14 Jul 2008 16:59:57
Message: <487bbe4d@news.povray.org>
>> Eventually I tired of this, and wrote my old assembler.
> 
> The C64 had a cartridge port on the back end, and one fine company put 
> out a cartridge called HESMon, which provided a mini-assembler, memory 
> dump and editing, and so on.

Yes. I never did manage to afford one...

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Nicolas Alvarez
Subject: Re: Need for speed
Date: 14 Jul 2008 23:04:00
Message: <487c13a0@news.povray.org>
Orchid XP v8 wrote:

> Can somebody find out the typical MIPS and FLOPS for the following:
> 
> - Commodore 64 (6510 @ ~1 MHz)
> - ZX Spectrum (Z80 @ 3.5 MHz)
> - Pentium I @ 66 MHz
> - Pentium II @ 233 MHz
> - Pentium III @ 500 MHz
> - Pentium IV @ 4.0 GHz
> - Intel Core 2 Quad @ 3.0 GHz
> 

Get SETI@Home host statistics XML file. There is quite a variety of
computers there. <p_model> may or may not have the CPU speed. p_fpops and
p_iops have the floating point and integer benchmark results, respectively
(unit is operations per second, not million operations per second).

http://setiathome.berkeley.edu/stats/host.gz

(Warning: once uncompressed it's about 2GB, don't even *think* of using a
tree-based XML parser unless you have 8GB of RAM)


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From: Nicolas Alvarez
Subject: Re: Need for speed
Date: 14 Jul 2008 23:20:10
Message: <487c176a@news.povray.org>
Orchid XP v8 wrote:
> I didn't know much about algorithms back then. Give me a break! I was
> only 11...

Heh and that's why I don't like it when people here point at what I don't
know when in some cases I wasn't born when it went obsolete :P

When I was 11 I was doing Javascript. And I've yet to learn *any* kind of
assembly language.


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From: Nicolas Alvarez
Subject: Re: Need for speed
Date: 14 Jul 2008 23:21:16
Message: <487c17ac@news.povray.org>
Nicolas Alvarez wrote:
> Orchid XP v8 wrote:
> 
>> Can somebody find out the typical MIPS and FLOPS for the following:
>> 
>> - Commodore 64 (6510 @ ~1 MHz)
>> - ZX Spectrum (Z80 @ 3.5 MHz)
>> - Pentium I @ 66 MHz
>> - Pentium II @ 233 MHz
>> - Pentium III @ 500 MHz
>> - Pentium IV @ 4.0 GHz
>> - Intel Core 2 Quad @ 3.0 GHz
>> 
> 
> Get SETI@Home host statistics XML file. There is quite a variety of
> computers there.

Clarification: you will NOT find a C64 in there.


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From: scott
Subject: Re: Need for speed
Date: 15 Jul 2008 03:06:55
Message: <487c4c8f@news.povray.org>
> Hand assembly was actually a common practice until 16-bit processors made 
> this too troublesome; with at most 256 opcodes to remember (although the 
> 6809[1] had prefix opcodes that made the following opcode take on a 
> different meaning), many 8-bit assembly programmers were perfectly capable 
> of reading and writing the opcodes directly from/to a memory listing.

With a RISC 32-bit processor it was pretty easy too.  The instructions were 
all 32-bit and all laid out in a similar way (first 5 bits for the 
instruction code, next 3 for conditional flags, next 3 groups of 4 bits for 
which registers to use, etc.  The OS had a handy disassembly function 
though, where you passed it the 32-bit opcode and it returned a string of 
assembler, of course most programs/debuggers made use of this so you rarely 
needed to actually decipher the bits.


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From: Orchid XP v8
Subject: Re: Need for speed
Date: 15 Jul 2008 03:42:36
Message: <487c54ec$1@news.povray.org>
Nicolas Alvarez wrote:

> Clarification: you will NOT find a C64 in there.

Really? Nobody has modded their C64 to run this yet?

[You think I'm kidding???]

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Orchid XP v8
Subject: Ah, history
Date: 15 Jul 2008 04:19:22
Message: <487c5d8a$1@news.povray.org>
> - Commodore 64 (6510 @ ~1 MHz)
> - ZX Spectrum (Z80 @ 3.5 MHz)
> - Pentium I @ 66 MHz
> - Pentium II @ 233 MHz
> - Pentium III @ 500 MHz
> - Pentium IV @ 4.0 GHz
> - Intel Core 2 Quad @ 3.0 GHz

No idea about the processing power of those, but yesterday I saw a 
Cray-1 supercomputer.

I say "supercomputer"... According to Wikipedia:

- 80 MHz clock.
- 160 MIPS theoretical peak.
- 136 MFLOPS typical.
- 250 MFLOPS peak (for heavily vectorised workloads).
- 8 MB RAM max.
- 5.5 tons.
- 115 kW for the basic system (NOT including cooling).

I'm having great difficulty finding numbers, but I'm told modern 
computers are measured in multiple GFLOPS rather than MFLOPS. And 
certainly they seem to hit tens of thousands of MIPS (although for 
radically different instruction sets that's not a teffically meaningful 
comparison).

It seems likely that my old laptop is more powerful that this 5.5-ton 
Freon-cooled monster.

I'm now trying to find out if my laptop out-powers the Cray-2. I still 
have a book somewhere claiming this to be "the world's most powerful 
computer"...

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Warp
Subject: Re: Ah, history
Date: 15 Jul 2008 05:59:23
Message: <487c74fb@news.povray.org>
Orchid XP v8 <voi### [at] devnull> wrote:
> No idea about the processing power of those, but yesterday I saw a 
> Cray-1 supercomputer.

> I say "supercomputer"... According to Wikipedia:

> - 80 MHz clock.
> - 160 MIPS theoretical peak.
> - 136 MFLOPS typical.
> - 250 MFLOPS peak (for heavily vectorised workloads).
> - 8 MB RAM max.
> - 5.5 tons.
> - 115 kW for the basic system (NOT including cooling).

  On the other hand, we are talking about 1976 here. With regular desktop
computers we were talking about KMIPS and KFLOPS and a few kB of RAM at
most.

-- 
                                                          - Warp


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From: Stephen
Subject: Re: Need for speed
Date: 15 Jul 2008 10:08:21
Message: <dqbp74dt5rk06ifaqb8n4u8tgpccbs3ehk@4ax.com>
On Mon, 14 Jul 2008 08:14:20 +0100, Orchid XP v8 <voi### [at] devnull> wrote:

>Chambers wrote:
>
>> Heh... while I never used the original model, most of the schools where 
>> I lived used IIe's or later.  As the article says, there are *still* 
>> schools around that have labs full of them.
>
>Must be a regional thing... When I was at school, it was the BBC Micro - 
>and nothing else!

When I was in school, we weren't even allowed to use calculators never mind have
access to a computer. The youth of today … :)
-- 

Regards
     Stephen


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From: Orchid XP v8
Subject: Re: Ah, history
Date: 15 Jul 2008 11:47:01
Message: <487cc675$1@news.povray.org>
Warp wrote:

>   On the other hand, we are talking about 1976 here. With regular desktop
> computers we were talking about KMIPS and KFLOPS and a few kB of RAM at
> most.

Oh, sure, not debating that. It's just impressive to see how far we've come.

People still talk about requiring a "Cray supercomputer" to perform a 
given task. But it seems that the famous Cray-1 and Cray-2 were actually 
far less powerful than a typical desktop today. (My dad saw me looking 
at the Cray-1 and suggested using it just for POV-Ray. It seems to be 
this would actually be a rather bad idea...)

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Orchid XP v8
Subject: Re: Need for speed
Date: 15 Jul 2008 11:59:22
Message: <487cc95a$1@news.povray.org>
>> Must be a regional thing... When I was at school, it was the BBC Micro - 
>> and nothing else!
> 
> When I was in school, we weren't even allowed to use calculators never mind have
> access to a computer. The youth of today … :)

Oh, this was at my first school. We used the computer for writing 
things, and there was also a dragon-related "game" that was supposed to 
be educational in some mannar... Hey, we were only little. ;-)

The school I spent most of my years at did not allow electronic devices 
of any kind. We were also not allowed to watch TV because it was deemed 
"too violent". (Except that the older kids were allowed to watch the 
news - HOW IS THIS NOT VIOLENT???)

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Mike Raiford
Subject: Re: Ah, history
Date: 15 Jul 2008 12:26:07
Message: <487ccf9f@news.povray.org>
Orchid XP v8 wrote:

> People still talk about requiring a "Cray supercomputer" to perform a 
> given task. But it seems that the famous Cray-1 and Cray-2 were actually 
> far less powerful than a typical desktop today. (My dad saw me looking 
> at the Cray-1 and suggested using it just for POV-Ray. It seems to be 
> this would actually be a rather bad idea...) 

There was somewhere out there a Cray-2 (I think) you could log into via 
telnet and run apps. It had POV-Ray on it already, an older version (2.x 
or maybe 3.0) I ran a basic scene from the samples and was surprised at 
how long it actually took.


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From: Doctor John
Subject: Re: Need for speed
Date: 15 Jul 2008 12:28:27
Message: <487cd02b$1@news.povray.org>
Stephen wrote:
> When I was in school, we weren't even allowed to use calculators never mind have
> access to a computer. The youth of today … :)

Stephen, when you and I were in school, the slide rule was considered to
be cutting edge technology :-)

BTW Remind me to listen to the Kat when she suggests that going for a
drink with a bad back is not a good idea

John


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From: Orchid XP v8
Subject: Re: Ah, history
Date: 15 Jul 2008 12:29:07
Message: <487cd053$1@news.povray.org>
Mike Raiford wrote:

> There was somewhere out there a Cray-2 (I think) you could log into via 
> telnet and run apps. It had POV-Ray on it already, an older version (2.x 
> or maybe 3.0) I ran a basic scene from the samples and was surprised at 
> how long it actually took.

Heh. One of the developers working on the Glasgow Haskell Compiler 
commented off-hand that he had tried Haskell's STM implementation on a 
machine with 128 CPUs and it had achieved a good speedup.



...OK, WHERE the HELL do you buy something that has 128 CPUs in it?? O_O 
This information surely has a most direct relevance to all who worship 
POV-Ray...!

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Orchid XP v8
Subject: Re: Need for speed
Date: 15 Jul 2008 12:30:49
Message: <487cd0b9$1@news.povray.org>
Doctor John wrote:

> Stephen, when you and I were in school, the slide rule was considered to
> be cutting edge technology :-)

I saw a collection of slide rules yesterday... Of course, the really 
"cutting edge" ones were the *spiral* rules. ;-)

I think the most amusing fact was my dad commenting "oh hey, that's the 
model of slide rule we used to use at Glaxo. That brown one there..."

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Mike Raiford
Subject: Re: Ah, history
Date: 15 Jul 2008 12:36:45
Message: <487cd21d@news.povray.org>
Orchid XP v8 wrote:

> 
> ...OK, WHERE the HELL do you buy something that has 128 CPUs in it?? O_O 
> This information surely has a most direct relevance to all who worship 
> POV-Ray...!
> 

Probably a custom order for an OEM.

Mmm.. 128+ rendering blocks in POV-Ray 3.7 ... Sign me up!


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From: Warp
Subject: Re: Ah, history
Date: 15 Jul 2008 12:38:27
Message: <487cd283@news.povray.org>
Mike Raiford <mra### [at] hotmailcom> wrote:
> There was somewhere out there a Cray-2 (I think) you could log into via 
> telnet and run apps. It had POV-Ray on it already, an older version (2.x 
> or maybe 3.0) I ran a basic scene from the samples and was surprised at 
> how long it actually took.

  The speed of Crays don't come from CPU speed, but from havint a *lot*
of them (as well as fast memory buses, etc).

  POV-Ray versions previous to 3.7 do not benefit from a Cray at all.
You get better speed by buying an old PC for $50.

  Now, POV-Ray 3.7 is a completely different story.

-- 
                                                          - Warp


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From: Orchid XP v8
Subject: Re: Ah, history
Date: 15 Jul 2008 12:43:49
Message: <487cd3c5$1@news.povray.org>
Warp wrote:

>   The speed of Crays don't come from CPU speed, but from havint a *lot*
> of them (as well as fast memory buses, etc).
> 
>   POV-Ray versions previous to 3.7 do not benefit from a Cray at all.
> You get better speed by buying an old PC for $50.
> 
>   Now, POV-Ray 3.7 is a completely different story.

According to Wikipedia, the Cray-1 does an average of about 136 MFLOPS, 
but can peak up to 250 MFLOPS if the code is structured right.

I think in general most "supercomputers" only achieve peak performance 
for very specific kinds of workload. Just grabbing the POV-Ray source 
code and throwing it at a C compiler is *highly* unlikely to just happen 
to produce the right kind of workload.

(As you say, both Cray-1 and Cray-2 work because they're very parallel - 
they're vector-processing machines. POV-Ray isn't structured that way. 
It could be, but it isn't at present.)

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Jim Henderson
Subject: Re: Ah, history
Date: 15 Jul 2008 13:12:22
Message: <487cda76$1@news.povray.org>
On Tue, 15 Jul 2008 17:29:08 +0100, Orchid XP v8 wrote:

> .OK, WHERE the HELL do you buy something that has 128 CPUs in it?? O_O
> This information surely has a most direct relevance to all who worship
> POV-Ray...!

http://tinyurl.com/67xzsp

Couldn't resist - but I do wonder if HPC clusters of Linux would work 
with 3.7 from a parallel processing standpoint.  Similar concept to what 
Cray does/did.

Would be pretty cool if it did.

Jim


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From: Nicolas Alvarez
Subject: Re: Need for speed
Date: 15 Jul 2008 14:24:16
Message: <487ceb50@news.povray.org>
Orchid XP v8 wrote:
> Nicolas Alvarez wrote:
> 
>> Clarification: you will NOT find a C64 in there.
> 
> Really? Nobody has modded their C64 to run this yet?

No, but there is one person who at least *tried* to run it on Windows 3.1
(using Win32s).

Workunits nowadays are long enough that a C64 would *never* make it in time
for the deadline. RAM usage will probably be a problem too. (I don't have
any real numbers handy, and the project is currently down so I can't try it
myself to see how long it takes).


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From: Orchid XP v8
Subject: Re: Need for speed
Date: 15 Jul 2008 14:46:49
Message: <487cf099$1@news.povray.org>
>> Really? Nobody has modded their C64 to run this yet?
> 
> No, but there is one person who at least *tried* to run it on Windows 3.1
> (using Win32s).
> 
> Workunits nowadays are long enough that a C64 would *never* make it in time
> for the deadline. RAM usage will probably be a problem too.

Yeah, I know. But you'd be surprised what some crazy nutters try to mod 
their C64s to do... ;-)

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Eero Ahonen
Subject: Re: Ah, history
Date: 15 Jul 2008 15:04:03
Message: <487cf4a3@news.povray.org>
Orchid XP v8 wrote:
> 
> ...OK, WHERE the HELL do you buy something that has 128 CPUs in it?? O_O 
> This information surely has a most direct relevance to all who worship 
> POV-Ray...!
> 

http://www.sgi.com/products/servers/altix/4000/

-- 
Eero "Aero" Ahonen
    http://www.zbxt.net
       aer### [at] removethiszbxtnetinvalid


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From: Orchid XP v8
Subject: Re: Ah, history
Date: 15 Jul 2008 15:15:22
Message: <487cf74a@news.povray.org>
>> ...OK, WHERE the HELL do you buy something that has 128 CPUs in it?? 
>> O_O This information surely has a most direct relevance to all who 
>> worship POV-Ray...!
> 
> http://www.sgi.com/products/servers/altix/4000/

"Price: Ask a salesman."

So... the price depends on who you ask? x_x

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Eero Ahonen
Subject: Re: Ah, history
Date: 15 Jul 2008 15:19:37
Message: <487cf849$1@news.povray.org>
Orchid XP v8 wrote:
> 
> "Price: Ask a salesman."
> 
> So... the price depends on who you ask? x_x
> 

On that level, there ain't much salesmen to ask from. But I'd guess the 
price is defined by what the machine actually will be, where it'll be 
and how good coffees you offer to the salesman.

But darn, that should be capable of counting (512 pcs of dualcore 
Itaniums, mmmm...).

-- 
Eero "Aero" Ahonen
    http://www.zbxt.net
       aer### [at] removethiszbxtnetinvalid


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From: Jim Henderson
Subject: Re: Ah, history
Date: 15 Jul 2008 15:19:44
Message: <487cf850$1@news.povray.org>
On Tue, 15 Jul 2008 20:15:23 +0100, Orchid XP v8 wrote:

>>> ...OK, WHERE the HELL do you buy something that has 128 CPUs in it??
>>> O_O This information surely has a most direct relevance to all who
>>> worship POV-Ray...!
>> 
>> http://www.sgi.com/products/servers/altix/4000/
> 
> "Price: Ask a salesman."
> 
> So... the price depends on who you ask? x_x

No, but pricing isn't always a simple thing with a complex setup.

Jim


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From: andrel
Subject: Re: Ah, history
Date: 15 Jul 2008 15:26:55
Message: <487CFA38.6030306@hotmail.com>
On 15-Jul-08 21:05, Eero Ahonen wrote:
> Orchid XP v8 wrote:
>>
>> ...OK, WHERE the HELL do you buy something that has 128 CPUs in it?? 
>> O_O This information surely has a most direct relevance to all who 
>> worship POV-Ray...!
>>
> 
> http://www.sgi.com/products/servers/altix/4000/
> 
I might have posted this before, but the Mark Potse in this press 
release: 
http://www.sgi.com/company_info/newsroom/press_releases/2008/january/udm.html 
was a PhD student of mine and when he is in the Netherlands we share a 
room at work.

I did try to find a way to get SGI interested in getting POV compiled on 
that Altix, I did not succeed yet. Perhaps I try again, this time with 
the pretext that in a meeting in Munich next year I will organize a 
track on Art and Scientific Visualization. BTW anyone working in science 
here is invited to join that, I will do a formal announcement when I 
have more details.


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From: Nicolas Alvarez
Subject: Re: Need for speed
Date: 15 Jul 2008 16:52:43
Message: <487d0e1b@news.povray.org>
Orchid XP v8 wrote:
> Yeah, I know. But you'd be surprised what some crazy nutters try to mod
> their C64s to do... ;-)
> 

And you'd be surprised how much money some crazy nutters spend on computers
just to run distributed computing projects. I know somebody who bought a
PS3 just to run www.ps3grid.net on it.


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From: Chambers
Subject: Re: Ah, history
Date: 15 Jul 2008 23:04:13
Message: <487d652d$1@news.povray.org>
Orchid XP v8 wrote:
> I think in general most "supercomputers" only achieve peak performance 
> for very specific kinds of workload. Just grabbing the POV-Ray source 
> code and throwing it at a C compiler is *highly* unlikely to just happen 
> to produce the right kind of workload.


That's one of the reasons the really big ones are custom designed for 
the job they'll be running.

Sure, you could just network a bunch of Linux PCs in a Beowulf cluster, 
or you could spec out the actual CPU speeds, RAM and network bandwidth 
necessary to achieve optimum load on all components.

The first option is cheap, but you might have a very fast CPU sitting 
and waiting for network traffic.  Or, conversly, you could have a 
network that's never fully utilized.  Or you might end up running out of 
RAM.

The second option is expensive, but ensures that everything you buy is 
something you need, and that it will be fully utilized.

...Chambers


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From: scott
Subject: Re: Ah, history
Date: 16 Jul 2008 03:03:54
Message: <487d9d5a$1@news.povray.org>
> ...OK, WHERE the HELL do you buy something that has 128 CPUs in it?? O_O 
> This information surely has a most direct relevance to all who worship 
> POV-Ray...!

Saw a demo a while back where some dude had hooked up 3 PS3's to raytrace in 
realtime at full HD resolution.  That's 27 processor cores.  I wonder how 
fast it would be if someone ported POV to the PS3?


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From: Orchid XP v8
Subject: Re: Ah, history
Date: 16 Jul 2008 03:09:14
Message: <487d9e9a$1@news.povray.org>
scott wrote:

> Saw a demo a while back where some dude had hooked up 3 PS3's to 
> raytrace in realtime at full HD resolution.  That's 27 processor cores.  
> I wonder how fast it would be if someone ported POV to the PS3?

Mmm, I'm seeing *a lot* of references to the PS3 in relation to high 
performance computing. I know nothing about it, but from the sheer 
weight of references, I'm guessing it's moderately well-equipted?

Actually, just porting POV-Ray to run on a GPU would probably yield some 
interesting speedups. You'd have to radically restructure the program to 
take advantage of the way GPUs work, but it should be quite fast...

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: scott
Subject: Re: Ah, history
Date: 16 Jul 2008 03:50:26
Message: <487da842@news.povray.org>
> Mmm, I'm seeing *a lot* of references to the PS3 in relation to high 
> performance computing. I know nothing about it, but from the sheer weight 
> of references, I'm guessing it's moderately well-equipted?

There's a nice article on Wikipedia about the processor

http://en.wikipedia.org/wiki/Cell_processor

> Actually, just porting POV-Ray to run on a GPU would probably yield some 
> interesting speedups. You'd have to radically restructure the program to 
> take advantage of the way GPUs work, but it should be quite fast...

The problem is still floating point precision on the GPU - wait until they 
get double precision throughout the pipeline and we'll begin to see some 
interesting stuff.  Also, as Warp always mentions, realistic multi-level 
reflections and refractions are not simple at all (compared to the basic 
"environment mapping" that almost every game uses).


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From: Orchid XP v8
Subject: Re: Ah, history
Date: 16 Jul 2008 04:28:33
Message: <487db131@news.povray.org>
scott wrote:
>> Mmm, I'm seeing *a lot* of references to the PS3 in relation to high 
>> performance computing. I know nothing about it, but from the sheer 
>> weight of references, I'm guessing it's moderately well-equipted?
> 
> There's a nice article on Wikipedia about the processor
> 
> http://en.wikipedia.org/wiki/Cell_processor

Yeah, I'm reading about it now. (Hmm, I guess I'm not the only person 
who still thinks 512 MB RAM is a lot. ;-)

>> Actually, just porting POV-Ray to run on a GPU would probably yield 
>> some interesting speedups. You'd have to radically restructure the 
>> program to take advantage of the way GPUs work, but it should be quite 
>> fast...
> 
> The problem is still floating point precision on the GPU - wait until 
> they get double precision throughout the pipeline and we'll begin to see 
> some interesting stuff.

nVidia GeForce 200 series is ment to offer double-precision when driven 
using CUDA...

> Also, as Warp always mentions, realistic 
> multi-level reflections and refractions are not simple at all (compared 
> to the basic "environment mapping" that almost every game uses).

It's a completely different algorithm to be sure. The mathematics is 
simple enough - it's figuring out how to make it efficient on real-world 
hardware that's the hard part. ;-)

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: scott
Subject: Re: Ah, history
Date: 16 Jul 2008 05:30:16
Message: <487dbfa8$1@news.povray.org>
> Yeah, I'm reading about it now. (Hmm, I guess I'm not the only person who 
> still thinks 512 MB RAM is a lot. ;-)

For a games console it's probably enough.  What do you hold in RAM during a 
game?  All the 3D meshes and textures are on the GPU video memory only*. 
Probably only the code, collision meshes, map data?  And the PS3 OS is 
vastly simpler than Windows, so I doubt that uses up much RAM.

* When you write a game under Windows, you must keep all the GPU data 
mirrored in normal RAM, because if the user Alt-Tabs to a different 3D game, 
you need to refill the GPU memory quickly (and not go through some long 
load-from-disk process) when the user comes back to your app.  On a games 
console you don't need to do this, because (at least on the PS3) you have to 
quit one game before you can go into another.

> It's a completely different algorithm to be sure. The mathematics is 
> simple enough - it's figuring out how to make it efficient on real-world 
> hardware that's the hard part. ;-)

There was a nice paper I read in a book a while back (one of the GPU gems 
series I think), where some algorithm was explained for doing correct 
multi-level reflections on the GPU.  It was quite complex, involving 
generating lots of cube-maps with depth and texture information and some 
ray-tracing steps in a pixel shader.  In the end they compared the output 
with a real raytracer, and the results looked identical, but the GPU version 
ran at about 10fps IIRC with something like 4 levels of reflection.  The 
real raytracer (Maya I think) was measured in minutes.


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From: Orchid XP v8
Subject: Re: Ah, history
Date: 16 Jul 2008 06:13:02
Message: <487dc9ae@news.povray.org>
>> Yeah, I'm reading about it now. (Hmm, I guess I'm not the only person 
>> who still thinks 512 MB RAM is a lot. ;-)
> 
> For a games console it's probably enough.

Well, judging by the number of PS3 games... ;-)

> What do you hold in RAM 
> during a game?  All the 3D meshes and textures are on the GPU video 
> memory only*. Probably only the code, collision meshes, map data?  And 
> the PS3 OS is vastly simpler than Windows, so I doubt that uses up much 
> RAM.

That's rather perverse though. Are you telling it you need "at least 2 
GB RAM" to run M$ Office smoothly, but 1/8 of that is just fine for 
running extremely intensive game software?

> * When you write a game under Windows, you must keep all the GPU data 
> mirrored in normal RAM, because if the user Alt-Tabs to a different 3D 
> game, you need to refill the GPU memory quickly (and not go through some 
> long load-from-disk process) when the user comes back to your app.  On a 
> games console you don't need to do this, because (at least on the PS3) 
> you have to quit one game before you can go into another.

Now that you mention it, if I Alt-Tab out of TF2, my PC locks up for 
about 30 seconds. (As in, I get a black screen for 30 seconds.) Then 
Windows comes up - possibly in the wrong resolution. Switching back to 
TF2 is similarly slow. Go figure...

> There was a nice paper I read in a book a while back (one of the GPU 
> gems series I think), where some algorithm was explained for doing 
> correct multi-level reflections on the GPU.  It was quite complex, 
> involving generating lots of cube-maps with depth and texture 
> information and some ray-tracing steps in a pixel shader.  In the end 
> they compared the output with a real raytracer, and the results looked 
> identical, but the GPU version ran at about 10fps IIRC with something 
> like 4 levels of reflection.  The real raytracer (Maya I think) was 
> measured in minutes.

As I understand it, technologies like CUDA allow you to run arbitrary 
code on a GPU. So no need for convoluted trickery to convince the GPU 
that your proplem is just like texture mapping, just feed it the actual 
calculations you want it to do. (Of course, it runs arbitrary code, that 
doesn't necessarily mean it runs it *fast*.)

Of course, CUDA is *only* for nVidia GPUs. (Wouldn't surprise me if ATi 
had developed something similar.) I wonder if this will be like the old 
3Dfx API where eventually everything gravitates towards a single API 
that works for any GPU?

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: scott
Subject: Re: Ah, history
Date: 16 Jul 2008 06:42:07
Message: <487dd07f$1@news.povray.org>
> That's rather perverse though. Are you telling it you need "at least 2 GB 
> RAM" to run M$ Office smoothly, but 1/8 of that is just fine for running 
> extremely intensive game software?

Well almost, I know that just double the PS3 RAM would be enough to run 
Vista + Office smoothly.  But then Vista does 842434 more things than the 
PS3 OS does, so I think it's allowed to use up half a gig more if it wants 
to.

> Now that you mention it, if I Alt-Tab out of TF2, my PC locks up for about 
> 30 seconds. (As in, I get a black screen for 30 seconds.) Then Windows 
> comes up - possibly in the wrong resolution. Switching back to TF2 is 
> similarly slow. Go figure...

Of course it is up to the game writer how they handle Alt-Tabbing, and of 
course it will depend how much RAM your machine has and how much of it is 
used for other stuff.  I imagine the mirror of the GPU data gets paged to 
disc first, as it's not used until you Alt-Tab back to the app.  But it 
would be a silly game design if it had to reload and uncompress all the game 
data each time you alt-tabbed back to the game.

> As I understand it, technologies like CUDA allow you to run arbitrary code 
> on a GPU. So no need for convoluted trickery to convince the GPU that your 
> proplem is just like texture mapping, just feed it the actual calculations 
> you want it to do. (Of course, it runs arbitrary code, that doesn't 
> necessarily mean it runs it *fast*.)

I suspect that the clever bit about CUDA is how it translates your arbitrary 
code into operations that the GPU is capable of carrying out.  And I also 
suspect, that to get decent performance you need to have a pretty good 
understanding of how the GPU actually works, and write your code 
accordingly.


Post a reply to this message

From: Orchid XP v8
Subject: Re: Ah, history
Date: 16 Jul 2008 07:06:36
Message: <487dd63c$1@news.povray.org>
>> That's rather perverse though. Are you telling it you need "at least 2 
>> GB RAM" to run M$ Office smoothly, but 1/8 of that is just fine for 
>> running extremely intensive game software?
> 
> Well almost, I know that just double the PS3 RAM would be enough to run 
> Vista + Office smoothly.  But then Vista does 842434 more things than 
> the PS3 OS does, so I think it's allowed to use up half a gig more if it 
> wants to.

I just find it ironic that running Word requires massively more RAM than 
running a bleeding-edge computer game, that's all.

> I suspect that the clever bit about CUDA is how it translates your 
> arbitrary code into operations that the GPU is capable of carrying out.  

Er, yuh. Definitely. ;-)

> And I also suspect, that to get decent performance you need to have a 
> pretty good understanding of how the GPU actually works, and write your 
> code accordingly.

Have you had a read of the CUDA manual? I don't know much about GPU 
design, but reading this gave me a better idea of what this stuff works 
internally...

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Stephen
Subject: Re: Need for speed
Date: 16 Jul 2008 08:09:04
Message: <23pr74tciglaa12jm96b2btdssl1cu0coq@4ax.com>
On Tue, 15 Jul 2008 17:26:57 +0100, Doctor John <joh### [at] homecom> wrote:

>Stephen wrote:
>> When I was in school, we weren't even allowed to use calculators never mind have
>> access to a computer. The youth of today … :)
>
>Stephen, when you and I were in school, the slide rule was considered to
>be cutting edge technology :-)

So advanced I had to teach myself how to use one :)

>BTW Remind me to listen to the Kat when she suggests that going for a
>drink with a bad back is not a good idea
>
Was it the drink or going into work and travelling during the rush hour?
But then you are a man and listen to no one. :)

-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Need for speed
Date: 16 Jul 2008 08:13:41
Message: <depr74pp0b8c1s58ppfijndrpevh34shjd@4ax.com>
On Tue, 15 Jul 2008 17:30:50 +0100, Orchid XP v8 <voi### [at] devnull> wrote:

>
>I saw a collection of slide rules yesterday... Of course, the really 
>"cutting edge" ones were the *spiral* rules. ;-)

Grom Google
About 1748 George Adams made spiral slide rules.

Cutting edge :)
-- 

Regards
     Stephen


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From: scott
Subject: Re: Ah, history
Date: 16 Jul 2008 08:31:11
Message: <487dea0f$1@news.povray.org>
> I just find it ironic that running Word requires massively more RAM than 
> running a bleeding-edge computer game, that's all.

What you mean is, you don't understand why Vista needs more RAM than a 
modern games console has to work properly.  Did you ever think that a modern 
desktop OS does vastly more than a games console does?  Or that a modern OS 
is designed to take advantage of hardware upgrades?  (Vista is using 2.4GB 
on this machine now with nothing much running, but I know that my CAD 
software will open in a fraction of the time it did on XP - of course I want 
MS to put in features like this).

Actually, I was surprised when I found this:

http://blogs.zdnet.com/Bott/?p=247


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From: Orchid XP v8
Subject: Re: Ah, history
Date: 16 Jul 2008 08:39:12
Message: <487debf0$1@news.povray.org>
scott wrote:

> What you mean is, you don't understand why Vista needs more RAM than a 
> modern games console has to work properly.  Did you ever think that a 
> modern desktop OS does vastly more than a games console does?

Well let's examine that one.

I've only ever seen a PS3 in action once. I was using it to play a game 
called "Call of Duty 4". Never heard of the game, but it looks amazing. 
Only 10 years ago, a game like this would have been impossible. There 
wasn't a computer on Earth powerful enough to run it. It's quite 
impressive that it can even be done today, frankly.

On the other hand, Word just makes text appear on a screen, and lets you 
edit it. (And change fonts and styles.) That was possible 20 years ago. 
So why does it suddenly require so much hardware to achieve the same 
thing as before? It's not like Word has any significant new features or 
anything...

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: scott
Subject: Re: Ah, history
Date: 16 Jul 2008 08:46:21
Message: <487ded9d$1@news.povray.org>
> So why does it suddenly require so much hardware to achieve the same 
> thing as before? 

Ermm, like I said, Word seems to use about 10MB here...

> It's not like Word has any significant new features or 
> anything...

LOL


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From: Darren New
Subject: Re: Need for speed
Date: 16 Jul 2008 12:24:10
Message: <487e20aa$1@news.povray.org>
Nicolas Alvarez wrote:
> When I was 11 I was doing Javascript. And I've yet to learn *any* kind of
> assembly language.

And that's why I have a big file of one-line-answer interview questions 
testing the breadth of peoples' knowledge.  Nevermore shall I be tasked 
to assist someone implementing a network protocol who has never heard of 
a state machine. :-)

-- 
Darren New / San Diego, CA, USA (PST)
  Helpful housekeeping hints:
   Check your feather pillows for holes
    before putting them in the washing machine.


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From: Darren New
Subject: Re: Ah, history
Date: 16 Jul 2008 12:27:58
Message: <487e218e$1@news.povray.org>
Warp wrote:
>   On the other hand, we are talking about 1976 here. With regular desktop
> computers we were talking about KMIPS and KFLOPS and a few kB of RAM at
> most.

On the gripping hand, one "mainframe" I programmed on (that was running 
the entire K-12 school district, scheduling and grades and report cards 
and payroll and such) could have been outrun by an Apple ][, if you 
could get a 600 line-per-minute line printer hooked up to it. The same 
kind of computer was running the local bank at the time. (Yeah, around 
1976-1981 or so.)  32Kbytes of real live core memory, punched card 
input, all that good stuff.

-- 
Darren New / San Diego, CA, USA (PST)
  Helpful housekeeping hints:
   Check your feather pillows for holes
    before putting them in the washing machine.


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From: Darren New
Subject: Re: Ah, history
Date: 16 Jul 2008 12:30:35
Message: <487e222b$1@news.povray.org>
scott wrote:
> Saw a demo a while back where some dude had hooked up 3 PS3's to 
> raytrace in realtime at full HD resolution. 

I saw somewhere that someone took a stack of 8 PS3's to do <mumble> 
(weather prediction? Nuclear simulations?) because that cost less *and* 
was more powerful than a couple hour's time on the supercomputer he'd 
been renting.

-- 
Darren New / San Diego, CA, USA (PST)
  Helpful housekeeping hints:
   Check your feather pillows for holes
    before putting them in the washing machine.


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