Re: Fragmentation was RE: [GD-General] Compile times
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From: Josiah M. <jm...@ma...> - 2002-12-19 01:52:58
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<snip> > > http://www.cs.utexas.edu/users/wilson/papers/fragsolved.pdf > > Okay, went back and browsed that paper, and I don't think it applies. > The datasets and object sizes they are looking at aren't representative > of what I consider to be normal game. For example, they make the > observation that most programs average allocating objects of about 6-7 > different sizes. Any game that loads models, textures or sound will > almost definitely not fit into this area. > > And they don't take into account run times of weeks or months. If you are going to need a runtime of weeks or months, then chances are that you are running a server. A server won't need to ever load models, textures or sound. I know that often games such as quake will have a server that run alongside of a graphical client, but those servers are only going to be up for one game session, so they don't really count for the same reason that the typical game run by a typical user doesn't count in terms of fragmentation. There are only so many hours that a person is going to play in a stretch. And, as you already mentioned, games can often "cheat" by purging level data. |