Using benchmarks which were initially designed to evaluate a PC’s performance, overclockers use them to compete with one another. However, since the design of these applications were not meant for this purpose, overclockers have (Or had to) to rely on saving results and screenshots and finding an online mechanism to upload them to. In other words, non-real-time ‘races’.
Since OCKO is designed from bottom up to patch this flaw and aimed to satisfy these sportsmen, it breaks this very big limitation that has plagued the overclocking community. As with other types of online sports, overclockers can now compete real-time with each other.
Without going into the finer details, OCKO is designed to be familiar to overclockers, it uses the Gauss–Legendre algorithm overclockers are familiar with in Superpi. It uses up to 4 threads, though lesser threaded environments can still participate with handicapped efficiency.
What makes a good benchmark often makes a bad overclocking game. A fun overclocking game should be sensitive to all forms of tweaks, down to the OS setup. A good benchmark on the other hand should be insensitive to any forms of tweaks other than that which it is designed to evaluate. OC Game is thus a good overclocking game and a bad benchmark. Its main aim is to provide fun for overclockers whereby every little tweak to Memory sub-system, OS, etc will affect it’s outcome.
This is the beginning of an evolved form of online sport. It will get better. Let’s see who will be the Daigo Umehara of OCKO
http://www.youtube.com/watch?v=GZZkUKk32QA
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