<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Moore's Law sucks (was: 3D graphics) --> <!--X-From-R13: "Penaqba X. Dvpxzna" <nfurfNcp4.mraarg.pbz> --> <!--X-Date: Sat, 14 Feb 1998 04:16:33 +0000 --> <!--X-Message-Id: 199802140308.TAA08855#pc4,zennet.com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Moore's Law sucks (was: 3D graphics)</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:ashes#pc4,zennet.com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00457.html">Previous</a> | <a href="msg00459.html">Next</a> ] Thread: [ <a href="msg00539.html">Previous</a> | <a href="msg00459.html">Next</a> ] Index: [ <A HREF="author.html#00458">Author</A> | <A HREF="#00458">Date</A> | <A HREF="thread.html#00458">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Moore's Law sucks (was: 3D graphics)</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: [MUD-Dev] Moore's Law sucks (was: 3D graphics)</LI> <LI><em>From</em>: "Brandon J. Rickman" <<A HREF="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</A>></LI> <LI><em>Date</em>: Fri, 13 Feb 1998 19:08:13 -0800</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Fri, 13 Feb 1998 16:24:56, Mike Sellers <mike#online-alchemy,com> wrote: >-- Moore's Law still rules. :) The tiresome Moore's Law rhetoric. I made a feint at this topic on another thread (actually it might have been this one...) but Mike's convenient rehash has given me a new opening. Moore's Law: the computational power of computers doubles every <make up a number between 12 and 60> months. Problems with Moore's Law: "computational power" merely refers to a measure of how many operations a chip can perform in a fixed amount of time. The higher the MIPS (Million Instructions Per Second), the "faster" the chip. Like the benchmark numbers used in computer ads, this measure is pretty meaningless without a context. I could design a chip that returns the value of sin(PI) faster than every other chip, so if we compare the speed at which my chip is able to computer a certain operation (in particular, sin(PI)) my chip looks like a winner. Unfortunately my chip is awfully slow at calculating sqrt(4). The functional power of a machine is highly subjective and is particularly dependent on software. You can do less with more using Windows95, for example. Second, the amount of computational power available on the consumer market is far beyond what anybody could actually use. The average non-business computer user does not have and does not need these machines. In fact, most businesses don't need these machines either, but buying new equipment is always good when you can write off the depreciation on your taxes (and you can't write off things like employee benefits or long-term business planning). The people that are actually using the fastest available machines are usually closely tied to the computer chip industry in the first place, like the chip designers using fast chips to design faster chips. On the plus side, as big business needlessly upgrades their machines the "obsolete" machines are falling into the hands of artists, educators, and non-first world citizens. This market is not reflected in Intel's sales reports and Intel has no idea what people may be doing with those machines. Third, designing for non-existant technology is a dumb-assed design constraint. [Aside: there is the old argument that goes: If I start computing today it will take me three years to finish. If I start computing a year from now it will only take me one year (two years total). Therefore I should wait until next year. This is a clever bit of rubbish. If the task will take _at most_ three years today, then there is a chance it will finish _in less than two years_.] Designing for an imaginary machine is a gamble. Some people can afford to make that gamble, and some of them might make a lot of money off of it. But overall, blindly accepting high-stake risks is not only foolhardy, it is bad business practice. Lurking in all of this is the trendy (since WWII) practice of Designed Obsolescence. Large groups of people (artists, educators, and non-first world citizens) have realized that obsolete technologies aren't. People still use Windows 3.1. The Y2K problem is a problem because systems put in place twenty years ago are _still working_ (maybe not the original hardware, but the original architecture). The problem with Designed Obsolescence is that isn't sustainable; at some point a product is released that is of superior quality and future demand drops off. Moore's Law has been manipulated by an aggressive advertising campaign. Computers now do less with more. Productivity has not increased. (Productivity was hardly even measured before computers entered the workplace, so the argument is moot.) This all began with: >I had a fascinating discussion with a guy from Intel recently. Hardly an objective source. I once heard that VRML was the future of 3D, but I think it was Mark Pesce who said it. To somehow tie this back to a list-relevant topic: Mike is advocating that product cycles should be targeted towards cutting-edge machines, because cutting-edge is cool? important? profitable? Someone has to have analyzed this claim with actual numbers by now. If a product is delayed by six months/a year (an obvious risk when you are pretending to program on a machine that you don't have) doesn't that indicate there needs to be something more to the product than "cutting edge" design? I'm all for progress in the world of muds, but I think the design criteria, especially for the upcoming generation of graphical muds/UOII/whatever, should be focused on the strengths of what is already successful. A short list: - having a large and divers world to explore that can be affected by players - semi-intelligent interaction with non-player creatures. - emphasis on social relationships and actions, in particular: - being able to walk around naked/inappropriately dressed - tinysex Things I don't buy that have not been proven successful: - wholesale ecological/economic simulation - high-bandwidth/dedicated network solutions Things I don't know what to think about: - high turnover rates designed to increase software or subscription sales (as perfected by America On-Line) - Brandon Rickman - ashes#zennet,com - While I have never previously found a need for a .sig, this may be considered one for the purposes of this list </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00505" HREF="msg00505.html">Re: [MUD-Dev] Moore's Law sucks (was: 3D graphics)</A></strong> <ul compact><li><em>From:</em> alexo#bigfoot,com (Alex Oren)</li></ul> <li><strong><A NAME="00481" HREF="msg00481.html">Re: [MUD-Dev] Moore's Law sucks (was: 3D graphics)</A></strong> <ul compact><li><em>From:</em> coder#ibm,net</li></ul> <li><strong><A NAME="00475" HREF="msg00475.html">Re: [MUD-Dev] Moore's Law sucks (was: 3D graphics)</A></strong> <ul compact><li><em>From:</em> Ben Greear <greear#cyberhighway,net></li></ul> <li><strong><A NAME="00459" HREF="msg00459.html">Re: [MUD-Dev] Moore's Law sucks (was: 3D graphics)</A></strong> <ul compact><li><em>From:</em> Adam Wiggins <nightfall#user2,inficad.com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00457.html">Re: [MUD-Dev] Source Code Release</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00459.html">Re: [MUD-Dev] Moore's Law sucks (was: 3D graphics)</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00539.html">Re: [MUD-Dev] byte-code anyone?</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00459.html">Re: [MUD-Dev] Moore's Law sucks (was: 3D graphics)</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00458"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00458"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Re: Version Control (was: DBs and Events)</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00559" HREF="msg00559.html">Re: [MUD-Dev] Re: Version Control (was: DBs and Events)</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Mon 23 Feb 1998, 17:31 GMT </LI> <LI><strong><A NAME="00561" HREF="msg00561.html">Re: [MUD-Dev] Re: Version Control (was: DBs and Events)</A></strong>, Felix A. Croes <a href="mailto:felix#xs1,simplex.nl">felix#xs1,simplex.nl</a>, Mon 23 Feb 1998, 18:19 GMT </LI> </ul> </LI> <LI><strong><A NAME="00492" HREF="msg00492.html">Re: [MUD-Dev] byte-code anyone?</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 16 Feb 1998, 18:27 GMT <UL> <LI><strong><A NAME="00539" HREF="msg00539.html">Re: [MUD-Dev] byte-code anyone?</A></strong>, Jon Leonard <a href="mailto:jleonard#divcom,umop-ap.com">jleonard#divcom,umop-ap.com</a>, Fri 20 Feb 1998, 16:13 GMT </LI> </UL> </LI> <LI><strong><A NAME="00458" HREF="msg00458.html">[MUD-Dev] Moore's Law sucks (was: 3D graphics)</A></strong>, Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Sat 14 Feb 1998, 04:16 GMT <UL> <LI><strong><A NAME="00459" HREF="msg00459.html">Re: [MUD-Dev] Moore's Law sucks (was: 3D graphics)</A></strong>, Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Sat 14 Feb 1998, 09:49 GMT <UL> <LI><strong><A NAME="00483" HREF="msg00483.html">Re: [MUD-Dev] Moore's Law sucks (was: 3D graphics)</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Mon 16 Feb 1998, 07:38 GMT <UL> <LI><strong><A NAME="00537" HREF="msg00537.html">Net protocols for MUDing (was: Moore's Law sucks)</A></strong>, Jon Leonard <a href="mailto:jleonard#divcom,umop-ap.com">jleonard#divcom,umop-ap.com</a>, Fri 20 Feb 1998, 10:24 GMT <UL> <LI><strong><A NAME="00565" HREF="msg00565.html">Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Mon 23 Feb 1998, 19:20 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>