Quote Originally Posted by onewingedangel
Look at the FPS - great for generating rendered objects for use in 3d modelling, CGI etc. But 1/20th the speed needed for a remotely playable game. Look for raytracing to make a big impact in the fields I mentioned above over the next few years, but real time gaming is a good while off yet.

Also the 3.73ghz Tulsa is an awesome chip - better than even a stock 2.93ghz x6800 in a lot of tasks. Its monsterous cache makes it a performance beast when a task isn't penalised too much by latency such as streaming and rendering apps.
True, however hardware Vector engines, will seriously Crunch alot faster than just letting the processor crunch it.
Quote Originally Posted by brentpresley
LOL - b/c NEITHER of us knew Fortran.

Compiler flags weren't the only thing at the time for SSE (IIRC). We ran code profiling w/ some Intel tools and they were telling us we would have to un-nest a lot of the loops, etc. for SSE to work properly. So we said screw it.

After that project, I swore I was not coding again.
Alot of Nested loops, that is just plain bad programming