I love the colours, the more the better just not black because the cou does that, does the gpu render the same object with different colours amd then save that object and how to render it in a cache? If the gpu is rendering i. Sections that means its different threads through the same object. Imagine if we could use the gpu instead of the cpu for certain things, gpu has no idenifiers amd required the cpu to plot the player on the screen in the game however if you pause the clock on the cpu you could change the render map of some objects and then attach a different memory page file to those colours if the size of the bus is over flowed another core must begin to supply for that line on the screen in relation to the point of view of that character in the game, if the player aims and does damage to a player or object the server may have to supply another object to render eg if the vehicle is half damaged or if the players health is low a tint of red is applied to this layer of the game this is useful if you need to pause the cpu on the full health screen turn the screen red so you can cheat and then unpause the healthy screen so you keep playing
As far as I know one clock cycle is not mean one clock impulse. So the statement at 5:00 is wrong. You cannot access the contents in 0.5 ns at 2Ghz! That would mean that one clock cycle is one clock impulse which is almost impossible since you have to have to fetch the instruction to access the contents first which at least is one clock impulse leaving. So if it were a impossible perfect optimized system it could maybe access it in 2 clock impulses which is 1 ns!
This talk is amazing! 👍
This was a really good presentation!
I love the colours, the more the better just not black because the cou does that, does the gpu render the same object with different colours amd then save that object and how to render it in a cache? If the gpu is rendering i. Sections that means its different threads through the same object. Imagine if we could use the gpu instead of the cpu for certain things, gpu has no idenifiers amd required the cpu to plot the player on the screen in the game however if you pause the clock on the cpu you could change the render map of some objects and then attach a different memory page file to those colours if the size of the bus is over flowed another core must begin to supply for that line on the screen in relation to the point of view of that character in the game, if the player aims and does damage to a player or object the server may have to supply another object to render eg if the vehicle is half damaged or if the players health is low a tint of red is applied to this layer of the game this is useful if you need to pause the cpu on the full health screen turn the screen red so you can cheat and then unpause the healthy screen so you keep playing
Thanks
As far as I know one clock cycle is not mean one clock impulse. So the statement at 5:00 is wrong. You cannot access the contents in 0.5 ns at 2Ghz! That would mean that one clock cycle is one clock impulse which is almost impossible since you have to have to fetch the instruction to access the contents first which at least is one clock impulse leaving. So if it were a impossible perfect optimized system it could maybe access it in 2 clock impulses which is 1 ns!
Will you speak with me and explain family sockets
Mike acton