View Single Post
Unread 10-14-2007, 03:43 PM   #24
Tebos

Loremaster
Tebos's Avatar
 
Join Date: Nov 2004
Posts: 535
Default

Magnamundian wrote:
Tebos wrote:

Aonein,

Stand-alone games can more easily be coded for multi-threaded support. Client/Server based games are a different beast all together.

You a games programmer?

No...but I have been involved in the IT industry since 1987. SMP operations were normally reserved for network operating systems and applications that were "SMP aware" and were installed on-top of those operating systems. I don't think software vendors coded an SMP client version to work with the SMP server based application because there was no call for it. All the work was being done at the server end.

Today, we would need a multi-core or threaded game client application as-well-as multi-core or threaded written application at the server end in order to capture the full performance enhancement of what this offers. This will require several code paths to develop and maintain from the game vendor which is totally cost prohibitive. Considering the SCALE of what this game has to offer in comparison to the other games in the market that have been coded to be multi-core aware, then you can see it would be a HUGE undertaking on SoE part to accomplish this, while maintaining backward compatibility for non-SMP programing in both 32-bit and 64-bit flavors.

__________________
ASUS A8N32-SLI Deluxe - Athlon 64 FX60 - Corsair XMS 4GB DDR 433 - MSI GeForce 8800 GTX 768MB - PC Power & Cooling Silencer 610W - Sound Blaster X-Fi Fatal1ty FPS - Silverstone TJ-03 Silver Mid Tower - Silverstone SST-NT06 CPU Cooling Fan/Heatsink - WD Raptor 74GB 10k HD - Silverstone HD Coolers - 24" Dell Wide Screen Flat Panel - Logitech Z-5450 Digital 5.1 Speaker System - Sennheiser HD 595 Stereo Headphones
Tebos is offline   Reply With Quote