Using Intel's ICC compiler on win32 would also be helpful, especially
for those with P4/Xeon/Athlons. (I would suggest it as an option for
Linux as well; however I've only see win32 benchmarks).

-EvilGrin

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Damian
Harouff
Sent: Saturday, September 27, 2003 4:39 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds_linux] RE: cs_i386.so compilation

How about compiling with an updated version of GCC, so that we don't
have to use 5 year old distributions to compile our mods? It hasn't been
called "EGCS" for 4.5 years now.

-- Original message --
From: "Sindre" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Date: Friday 26 September 2003 18:58:20
Subject: RE: [hlds_linux] RE: cs_i386.so compilation

> I have no idea if it would actually decrease load, but every % counts.
> I disagree on the complexity issue, if a mod-maker doesn't want to
compile it
> several times, they could just copy the first one, since i386 will
work on
> every system.
> Anyway, are there any chance that we'll see gcc 3.3 compiles,
athlon-xp, sse
> etc optimisations in the near future?
>
> - Sindre
>
>
> >===== Original Message From [EMAIL PROTECTED] =====
> >The CPU impact is due to the number of entities in the mod stressing
the
> >engine, not the mod logic itself. Optimising the game dll has little
benefit
> >and adds a huge amount of complexity for every mod author (getting a
linux
> >port of mods is already hard enough). We are looking into further
engine
> >optmisations.
> >
> >- Alfred
> >
> >Sindre wrote:
> >> I see that you added cs_amd64.so, so why not for the rest of the
> >> architechtures? I know the mod you run have quite a huge impact on
> >> cpu-use (ns, dod etc), so why not try to optimize this part to?
> >> At least with i686 and amd (k6) like the engine files, or
preferably
> >> with p4 and athlon-xp optimisations.
> >>
> >> - Sindre
> >
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>
>
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