Re: Green Compiler ?

George Neuner <gneuner2@comcast.net>
Fri, 28 Dec 2012 12:57:52 -0500

          From comp.compilers

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From: George Neuner <gneuner2@comcast.net>
Newsgroups: comp.compilers
Date: Fri, 28 Dec 2012 12:57:52 -0500
Organization: A noiseless patient Spider
References: 12-12-010 12-12-013 12-12-023 12-12-027
Keywords: architecture, performance
Posted-Date: 29 Dec 2012 16:52:42 EST

On Fri, 28 Dec 2012 09:11:23 +0100, "Nils M Holm" <nmh@t3x.org> wrote:


>Why does a game *have to* use the maximum number of frames per
>second? When a given number of frames per second is sufficient,
>in the sense that additional frames will not make the video output
>any smoother, why increase the frame rate further?


Unfortunately, games are hardly the only offenders. When I worked in
medical imaging (circa mid 90's), there was a requirement to render
cineloops at 66fps regardless of image size, pixel depth or 2D vs 3D
processing. There were no 3-D GPUs and SIMD CPUs of the day
(UltraSparc, Pentium MMX, etc.) were not equal to many of the imaging
tasks. We had to use custom FPGA based hardware to achieve the
required frame rates at a (halfway) reasonable (to the user) cost.


AFAIA, medical cineloops still are required to be rendered at 66fps.
Doesn't matter that 40fps is faster than almost any human can see.


George


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