3,533 karma · joined August 25, 2010
Why would they have to pay royalties per chip? I would've thought the whole point of a perpetual license on the ISA was that they didn't have to do that. What am I missing?
I didn't realize there was that distinction; I thought GPU's were just optimized for vector arithmetic across the board. What is the difference between general purpose GPU hardware and tensor cores? What does general purpose GPU hardware do that tensor cores do not?
The cost of solar and wind energy when the sun shines or the wind blows has certainly decreased a lot in recent years, you're right about that.
But decreasing cost of managing intermittence? I haven't heard of any big recent advances in that (aside from the successful use in Australia of batteries to damp fluctuations on a timescale of minutes, which is great but doesn't address timescales of hours to months). What am I missing?
What particular language features of Julia make that trade-off? (Not a rhetorical question, I'm not disagreeing with you, just curious; I'm familiar with Python, not really familiar with Julia.)
Why does it require that? Timeouts should normally be on the order of minutes. Why does Chrome need timer interrupts to happen many times per second?
By the same logic, heaven (some extraordinarily joyous and worthwhile state of existence) also exists with some nonzero measure.
You probably feel that the latter cannot outweigh the former (even though it logically should). Essentially that bad outweighs good. But why do you feel that? Literally, what is the cause of your brain containing that feeling?
It's because human intuition evolved in a world of asymmetric harms and benefits. For an animal living on Earth - the state in which we evolved - a single bad event can cause death, which is a greater harm than can (for most animals) be outweighed by any single good event.
Okay. So evolution gave us intuition tuned for the tradeoffs of life as a mortal animal, that often generates valid conclusions while we are living as such. But once we start talking about wild metaphysics like dust theory, all that goes out the window. The basic premise is that we are immortal! So if we are going to accept such wild metaphysical speculations at all, the first thing we need to do when thinking about them is remember that they completely invalidate our intuitive feelings about things like bad outweighing good.
That seems like a perfectly good use case to me?
Do you mean '64-bit Windows'? (When 32-bit Windows was being developed, killing x87 would have meant killing all hardware floating point on x86.)
I'm surprised about that! Looking at https://en.wikipedia.org/wiki/Acorn_Archimedes it says the machine could do 640 × 512 with 2, 4, 16 or 256 possible colours, or 800 × 600 with 2, 4 or 16 possible colours. That's pretty spectacular for the late eighties; far superior to the Amiga (previously considered the king of graphics) and even superior to VGA, let alone the Mac.
What am I missing?
Where is fixed point arithmetic resurging in HPC? Serious question; I haven't heard about this, but if it's happening in places I haven't heard about, I would be interested in looking at them.
I'm curious, why doesn't it? What went wrong with your friend's enterprise in Prague?
Yes they do. In most programming languages, by default integer arithmetic is modulo 2^64 (at best). If you want arbitrary precision arithmetic, you have to explicitly specify that.
That includes variability in some things that are constant in our region of the universe. It's fine for everyday purposes for us to regard things like the ratio of masses of the particles or strengths of the forces as fundamental and given, but a truly fundamental theory needs to generate the entire landscape, possibly including variation in the number of extended dimensions of space.
At the same time, there is a sense in which it's easy to do that: just use a universal Turing machine. A correct fundamental theory should generate something akin to the landscape of string theory, but at the same time not generate e.g. Conway's Game of Life. Is Wolfram's theory being evaluated on achieving that delicate balance between generating too little and too much?
> While I was writing a book about Wolfenstein 3D[1], I wanted to vividly demonstrate how much of a handicap it was to work without floating point
I would've expected fixed point to work fine for games, because that's a domain where you know the data, and in particular the dynamic range, in advance, so the 'automatically adjust to whatever dynamic range happens to be in the data' feature of floating point isn't needed. What am I missing? (If the answer is 'it would take too long to explain here, but he does actually explain it in the book', I'm prepared to accept that.)