cross-posted from: https://lemmy.world/post/49514337

Their compatibility list notes 75.33% are Playable, 22.93% can go in-game but not be finished and only 1.69% can't get past the intro.

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[–] 2 points 3 months ago (2 children)

Oh yeah! I mean to be fair, it was a full-fledged PowerPC single core in its own right. I'm pretty sure that generation had AltiVec (simd instructions), so you could theoretically do some number-crunching on it as well, but it had plenty to do already with managing memory I/O. And actually also network I/O for us, since I worked a bit on trying to combine the resources of more than one blade. But man, it just devolved into a giant mess in the end! I think I still have some PTSD from it :P

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  • [–] 2 points 3 months ago (1 child)

    Were you generating dynamic instructions based on what the cores were doing or was it all statically programmed such that the PowerPC core had to be running very specific code that went along with the specific code running on each worker core?

    That first one might have been very scalable, though I have a feeling either one would be a nightmare to actually write and hell to debug.

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  • [–] 2 points 3 months ago

    Oh I never got that far. It was all static. I supposed if I had kept plugging away it, I might've reinvented a 64-bit OpenCL eventually, but you have to understand the uphill climb it all was. Like I was shocked to discover at one point that while you could compile a 64-bit executable, the malloc library function was still only 32-bit! I bitched about this to IBM tech support, and they said well you could write your own malloc using mmap. I mean yikes!

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