Originally posted by chris200x9
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Linux Can Deliver A Faster Gaming Experience Than Mac OS X
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Would have loved to seen a Wine test comparison, or just common commercial games between the two OS's. Lets be realistic, who really plays these open source games?
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Originally posted by allquixotic View PostApple's stack probably sucks because they use LLVM in there somewhereEvery time I've seen LLVM comparisons, on Phoronix and elsewhere, LLVM sucks, and completely fails to live up to the hype that it makes things magically faster. The ONLY thing it does faster is it produces valid binaries faster than GCC when compiling C/C++. But so what? Would you rather spend a few more seconds compiling in order to create faster-executing binaries, or build quick-and-dirty binaries that are poorly optimized? What's a few seconds on a multi-core build server? Unless we're building binaries in-place on mobile devices, build time just doesn't matter, as long as it isn't unmanageable. Even the ugliest of builds I've ever seen -- things like OpenOffice, the whole Mozilla suite, or the Linux kernel with everything built as a module -- can be easily tackled with a small cluster of icecreamed build servers.
Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite
Of course LLVM also has additional pluses like using clang which has better expressive diagnostics then GCC does and your not tied to the limitations of the GPL licensing.
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Apple's stack probably sucks because they use LLVM in there somewhereEvery time I've seen LLVM comparisons, on Phoronix and elsewhere, LLVM sucks, and completely fails to live up to the hype that it makes things magically faster. The ONLY thing it does faster is it produces valid binaries faster than GCC when compiling C/C++. But so what? Would you rather spend a few more seconds compiling in order to create faster-executing binaries, or build quick-and-dirty binaries that are poorly optimized? What's a few seconds on a multi-core build server? Unless we're building binaries in-place on mobile devices, build time just doesn't matter, as long as it isn't unmanageable. Even the ugliest of builds I've ever seen -- things like OpenOffice, the whole Mozilla suite, or the Linux kernel with everything built as a module -- can be easily tackled with a small cluster of icecreamed build servers.
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Originally posted by devius View PostI don't think any of these tests make use of AA by default.
BTW, that minimum fps that you see in the graphs isn't the absolute minimum framerate that the game hit, but rather the minimum average framerate (since the graphs only show that) from all the test resolutions. The current PTS doesn't record minimum and maximum framerates for each test run, only average.
Originally posted by crazycheese View PostIf you ever played online fps, you will know that anything before 80fps is not acceptable. The 60hz thing is what once medics found out, but it turned out to be still eye-restraining(on CRT) so it was later highered to 70hz. Still the best hz non-eye restraining started at 85hz. Same for fps - 60 is acceptable, 45 and lower unplayable.
And no, I don't tend to play a lot of online FPSers. Maybe that makes a difference, but to me having more frames served to the monitor than it can actually display for you is just a waste that doesn't improve the experience. Like I said, a lot of LCDs are limited to 60 frames no matter what your graphics card can put out; but if the game drop lower than that frequently it's going to be a less than ideal experience so the more its fps can stay off the floor the better.
In fact my HD4770 system with Athlon II x4 630 reaches ONLY 60 fps on opensource radeon drivers (fullhd though) in OpenArena and it is much less playable than current nvidia chipset 8300 system with proprietary that Im now typing from(not at home) - 120fps+.
We can talk 100 pages about how LCD Vtrace is limited at 60 frames anyway, but in practice anything before 85fps is not playable in fps shooters.
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Originally posted by crazycheese View PostWe can talk 100 pages about how LCD Vtrace is limited at 60 frames anyway, but in practice anything before 85fps is not playable in fps shooters. You need two systems to be able to compare. Of course some persons are SO slow, that they cannot distiquish 30 and 60 fps. Its highly personal and reaction based.
IF you're lucky to get stable 60fps, you're in good condition to play: it's 16 msec resolution, I don't think humans can take decisions in less than 16 msec...
Albeit I'm slow because I can't distinguish between 60 fps and 120 fps
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Originally posted by crazycheese View PostStill the best hz non-eye restraining started at 85hz.
Originally posted by crazycheese View PostSame for fps - 60 is acceptable, 45 and lower unplayable.
Originally posted by crazycheese View PostAnd of course you remember the first recommendation of 24fps that is absolute horror and cinema people any fast action by blending several fast frames into one 24fps ones so it "looks" like its fast(if you pause, such frame looks totally unsharp).
Originally posted by crazycheese View PostWe can talk 100 pages about how LCD Vtrace is limited at 60 frames anyway, but in practice anything before 85fps is not playable in fps shooters. You need two systems to be able to compare. Of course some persons are SO slow, that they cannot distiquish 30 and 60 fps. Its highly personal and reaction based.
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