AernaLingus [any]

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  • 4 Comments
Joined 3 years ago
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Cake day: May 6th, 2022

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  • There’s a variable that contains the number of cores (called cpus) which is hardcoded to max out at 8, but it doesn’t mean that cores aren’t utilized beyond 8 cores–it just means that the scheduling scaling factor will not change in either the linear or logarithmic case once you go above that number:

    code snippet
    /*
     * Increase the granularity value when there are more CPUs,
     * because with more CPUs the 'effective latency' as visible
     * to users decreases. But the relationship is not linear,
     * so pick a second-best guess by going with the log2 of the
     * number of CPUs.
     *
     * This idea comes from the SD scheduler of Con Kolivas:
     */
    static unsigned int get_update_sysctl_factor(void)
    {
    	unsigned int cpus = min_t(unsigned int, num_online_cpus(), 8);
    	unsigned int factor;
    
    	switch (sysctl_sched_tunable_scaling) {
    	case SCHED_TUNABLESCALING_NONE:
    		factor = 1;
    		break;
    	case SCHED_TUNABLESCALING_LINEAR:
    		factor = cpus;
    		break;
    	case SCHED_TUNABLESCALING_LOG:
    	default:
    		factor = 1 + ilog2(cpus);
    		break;
    	}
    
    	return factor;
    }
    

    The core claim is this:

    It’s problematic that the kernel was hardcoded to a maximum of 8 cores (scaling factor of 4). It can’t be good to reschedule hundreds of tasks every few milliseconds, maybe on a different core, maybe on a different die. It can’t be good for performance and cache locality.

    On this point, I have no idea (hope someone more knowledgeable will weigh in). But I’d say the headline is misleading at best.



  • MartSnack - okay, this one is kind of cheating because there’s only one video so far, but if you like obscure and highly technical video game challenges like the SM64 A Button Challenge, it’s one of the best damn videos on the internet right up there with pannenkoek’s classic Watch for Rolling Rocks - 0.5x A Presses. It’s satisfying, interesting, and also surprisingly funny and relaxing. I’ve watched it like 7 or 8 times by this point, and I’m gonna watch it again after I submit this comment. Also if you like it def subscribe and hit the bell, he’s been working on a new video for months and has been giving updates in the comments as recently as a few days ago, so hopefully it’ll come out eventually!

    Church of Kondo - Repository for remastered video game OSTs (primarily the cartridge era). These aren’t just any old remastered, but the result of countless hours of painstaking research to identify the exact samples used in games, track them down in the highest possible quality, and recreate a “perfect quality” mix. They’ve got reams of spreadsheets detailing all the samples they’ve cataloged.

    mklachu - Dope Otamatone covers with extremely cute Otamatone costumes

    Retro Game Mechanics Explained - Probably the highest production value you’ll ever see for videos on this topic–combines a deep knowledge of retro game hardware and programming with beautiful visualizations and demos. His video on Pac-Man ghost behavior is pretty representative of how he takes a subject and drills down to the assembly to show you exactly what’s happening with some really cool graphics that show what the code does step by step.