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Quick Slants – 17 Apr 2010 Edition

Today’s quick slants:

  • As I grow older, fewer things genuinely shock me.  Maybe the growth of one’s cynicism is the price of getting older?
  • Something that does shock me, though, is how some people actually prefer using software-based effects simulators in their PC audio components.  I’m talking about Creative Labs’ proprietary technologies such as Crystallizer and EAX 3D effects.
  • I’m sure this is all about preferences, but for the life of me I simply don’t understand how some people prefer sound that is processed to sound differently to how it was originally recorded.  Especially when it comes to musical recordings on playback, I have developed an abhorrence of artificially processing the sound to accentuate certain frequencies (applying non-flat equalizer settings beyond the most modest levels), especially at the expense of other frequencies.
  • This may sound like a paradox, but I prefer the most “natural” kind of sound reproduction possible.  (The paradox is defined by the fact that the playback of recorded music is inherently artificial, as it is a reproduction; on many levels, anything that is a product of technology is artificial, when you think about it.)  Dramatically altered equalizer settings, Crystallizer, and EAX effects all sound unnatural to my ears because they change the sound so much.

I have to confess I have something of a “sound card fetish.”  I’ve tried, and owned, so many different sound cards on my various PCs over the last four years that I’ve been a performance computing enthusiast.  Off the top of my head, here are some of the sound cards I’ve run:  Creative Labs Sound Blaster Audigy SE; Creative Labs Sound Blaster X-Fi XtremeMusic (I’ve sold this card); HT Omega Claro (also sold); Razer Barracuda AC-1 (a great friend owns this card now); AuzenTech X-Meridian (a strong candidate for personal favorite sound card so far); AuzenTech X-Fi Prelude; ASUS Xonar D2 (another strong contender for favorite sound card; I’ve sold this card, though); HT Omega Claro Halo XT (deployed in my current desktop); and my new-in-box ASUS Xonar Essence STX (this one is intended for a yet-to-be-completed machine).

A seemingly eclectic collection, for sure, but not really as diverse as one might think, particularly when you consider the fact that there are really only three different APUs (Audio Processing Unit) in that group.  There’s Creative’s Sound Blaster (in the eponymous Audigy SE), their X-Fi (in the XtremeMusic and AuzenTech’s X-Fi Prelude), and CMedia’s CM8788 (in all the other cards).  But while there are only three APUs in play (pun intended), the cards all have different personalities and all sound differently at non-adjusted settings with outputs coming out of the same sets of speakers and headphones.  In other words, sound reproduced by the HT Omega Claro, a CM8788-equipped card, is different compared to that reproduced by the Razer Barracuda or the ASUS Xonar D2 (both of which also have the same CM8788 APU).

Which takes us all back to the point of preference.  My ears know what they like, so I’ve changed sound cards during my pursuit of what my listening preferences vis-a-vis sound reproduction are with the cards at their “flat” (i.e., equalizer settings unadjusted), stereo (I only run two speakers – Swan M200 MkII – , and a set of Shure SRH840 headphones) settings.  While I’ve yet to find the “ideal” sound card (the X-Meridian is still my current favorite; I might bring her out of mothballs soon and put her in my desktop machine again), I have found what sound reproduction characteristics I just plain disliked in combination with the rest of my gear.

With the exception of the Xonar D2 (I loved that card, but sold it for a good price), I’ve sold the cards I liked the least, and keep in my collection the cards I loved best.

Quick Slants – 19 Feb 2010 Edition

Quick slants for today:

  • Every new day at work is a reminder of just how much I will miss the people I work with when the inevitable time for separation comes.
  • It will hardly matter if it’s me or if it’s my friends at work (there are a select number of people here with whom I consider to be friends) doing the leaving; it will hardly matter if the reason for leaving is entirely voluntary or if it’s a consequence of hard fiscal realities.
  • As things presently stand, I absolutely do NOT know whether or not my position is one of those which will be on the chopping block.  In the absence of facts, however, I must assume the worst and prepare accordingly.  I refuse to be caught with my pants down, so to speak.  
  • Turning to more pleasant thoughts, I’m looking forward to making the trek to the family homestead this weekend.  Being with loved ones is a very comforting thing, indeed.  
  • Truth be told, though, I’m also looking forward to putting more miles on my new bicycle.  Perhaps I can convince my dad to overcome his reticence and push the pedals with me.

I’m feeling a renewal of enthusiasm, however slight, for the hobby of performance computing.  Perhaps I’ve come to realize that it’s not really all that necessary to keep on spending a lot of money to be able to indulge in this hobby.  The fact is, I’ve got a stockpile of parts that are presently not doing anything, including components for a water-cooling loop for one machine.  By design and intent, the water-cooling system will be for the CPU only.  

I’m also looking forward to doing some case painting.  Well…  I’ll only be painting part of the case’s interior.  The interior will be in flat black, which hopefully will convey a certain dark, even aggressive, intent.  

Perfect for a machine dubbed “Darth Tyfon,” no?

Quick Slants – 18 Feb 2010 Edition

Quick slants for today:

  • My desktop PC’s primary RAID controller chip kicked the bucket last week.  Since the system’s OS was mounted on this RAID controller on a RAID 0 array, recovering and resurrecting this system will be difficult without getting an identical motherboard, OR maybe using a slightly different motherboard with the identical RAID controller chip.
  • I question the dubious wisdom of acquiring an identical motherboard, simply because it’s now an old model (it’s from circa mid-2005).  While such a machine would still be more than powerful enough for my needs, it’s a questionable decision to throw money at such things given the current economic climate.
  • I’m sad to realize it, but lately my enthusiasm for overclocking and performance computing has been on the wane.  I think that, again, economics has something to do with this.  Overclocking/performance computing is an expensive hobby, and it’s all too easy to allow your passion for something fun to override a necessary fiscal discipline, especially during times like these.
  • It’s hard to tell how well my back has healed, or if it has at all.  Ironically, the medicines I take make such a determination difficult to make.  When I’m medicated, my back problems recede to a feeling of just general tightness; when I go without the meds, the muscle tightness is even more pronounced, and they also spasm.  My mobility and comfort suffer a lot as well.  For sure, whatever is wrong with my back isn’t healing/hasn’t healed.  The medicines only mask the symptoms.
  • Back to performance computing:  I do have a decent stockpile of vintage S939 gear.  I wonder what the best thing to do with such a stockpile of parts is.  I could keep a smaller stash for myself and sell the rest; I could sell the whole lot.  I could stand pat with what I’ve got.  I do know that many of these parts (motherboards, CPUs, and RAM) are desirable to people who maintain a healthy enthusiasm for S939.  Do I just let the profit motive genie out of the bottle?

I’ve thought about simply going to AM3 and not bothering to even overclock at all.  It’s the simplest solution, and given the performance available from these modern-day parts even at stock speeds, the appeal of just having a trouble-free yet potent and quick system is quite difficult to ignore.  

On the other hand, overclocking is a heck of a lot of fun.  It’s essentially a “free” performance boost, as well as a good stroke to one’s geek ego.  It’s a black art using scientific methods.  The cachet of exclusivity is part of overclocking’s allure, I have to admit, even though elitism to an extreme degree is something I personally abhor.

UPDATE:  The Los Angeles City Council has approved a further 3000 layoffs of City employees.  Source 1.  Source 2.  What does this mean for me?  For now, I’m pretty sure that this is an exercise in sabre-rattling on the part of the City Council.  The Council wants the labor unions to agree to making further and bigger concessions, that is, to take bigger cuts in pay and benefits to alleviate the drain on the City’s budget.  It’s a high-stakes game of chicken between the unions and Council, to see who blinks first.

If my opinion mattered to the policy-makers, this is the simple fact:  Given a choice between a smaller paycheck and no paycheck, it’s an easy decision.

If only I’d get asked…

AM3 Dawning

Though I’ve had many of the core components in my possession for many months now, I’ve yet to truly embark on my journey away from complete reliance on AMD’s classic Socket 939 platform and move on to Socket AM3.  For the longest time, RAM was the missing ingredient in the AM3 stew I was cooking up, but I managed to score myself a set of a 2 x 2GB kit of Crucial Ballistix Tracer DDR3 1333s, therefore completing the list of parts for my intended build.

So, here is what my AM3 build will be composed of:

The operating system will be Windows7 Professional Edition.

Not only will this AM3 machine be the first PC I’ll have built for myself (as opposed to machines built for clients) that isn’t based on S939, it will also be my first water-cooled computer.  Accordingly, here are the basic parts of the water-cooling system:

I have not added links to the reservoir I bought, or the tubing or fittings, as I don’t remember at the moment what reservoir I have.  I do know I have Tygon tubing.  Regretfully, I also don’t remember the size of the fittings, though I’m fairly certain that the ID (internal diameter) of the parts I’ve chosen are 1/2″.  If I recall correctly, the OD (outside diameter) of the tubes is 5/8″ (with the same ID as the barbs, of course).

Why install a complicated custom water-cooling system, when hitherto all my machines have been cooled by good old air?  Well, I think this is an interesting development in my personal evolution as a performance PC enthusiast.  It’s a challenge to be met and overcome, as well; I’m not fazed at all by the prospect of potential problems or even comprehensive failure (water and electronics in close company don’t exactly inspire a great amount of confidence…).

Then there’s the nod to pragmatism:  I intend to overclock this machine (as I’ve done with nearly every PC I’ve built for myself) and increase its performance potential and output.  Overclocking always results in an increase in heat output from a computer system, so using H2O should result in a good improvement over plain air cooling in terms of heat dissipation.  Water-cooling should also help a lot during the hot summer months, especially if I’m forced by circumstances to live in an AC-deprived environment as I have during the last three or four summers.  The system as presently configured is designed to accommodate more than the thermal output of just an overclocked quad-core CPU, so I’m hoping this will be an effective counter to an 90-100 degree Fahrenheit ambient temperature (my current bedroom gets that hot during the summers; hopefully I’ll have air-conditioned digs this year).

*****

I’m very excited to get this project truly off the ground.  Actually, the AM3 build is up and running right now, albeit not in the near-finalized spec described above.  Presently it’s not housed in its case; only the stock heatsink is installed; the system is not yet overclocked; the OS is installed on a spare 250GB Western Digital HDD; I’m using a weaker video card (though the Radeon HD 4870 is no slouch, make no mistake about it).  Once I’ve completed some preliminary testing and come to grips with the new complexities of overclocking in AM3, as well as after I’ve painted the Lian Li PC-V2000B’s interior, then this project will truly start to take shape.

May the journey prove to be as educational as I’m anticipating it to be!

Racing Sims: A Few Quick Laps Down Memory Lane (Lap 2)

As I wrote in my most recent piece, no other type of video game captures my imagination quite like a good racing game/sim.  For sure, this is my favorite video game genre.

I’ve been playing racing video games/simulations for quite a few years.  As the years have gone by, the quality of the games seems to be in lock-step with the technology available.  With every advance in the technology comes a natural and corresponding advance in the quality of the sims available.

Let’s take a couple of steps back, then, to a year or two before those gloriously awesome years playing the Sega Genesis port of Super Monaco GP.  Before the Genesis, Nintendo’s NES was the console of choice.  My sisters and I had one, and so did my friend Rick, who is also as big a racing nut (but alas, not a sim racing nut) as I am.  One of the few racing games Rick and I played at that time was Al Unser Jr.’s Turbo Racing.  I actually don’t remember too much of this game now, but I do remember that once Super Monaco GP came out for the Genesis, neither Rick nor I brought out the NES to play AUJTR anymore.

I suppose Super Monaco GP was just about the apex of the pre-PlayStation console racing sims for me.  Not even Ayrton Senna’s Super Monaco GP II (for the Sega Genesis) was as good as the original SMGP port.  Graphically, the Senna-endorsed sequel was maybe a little bit more refined.  The sound, though, was a HUGE letdown.  The original SMGP had pretty cool engine sounds, with variations in pitch as the revs escalated.  Then there was the very impressive and immersive positional audio, wherein you can actually tell which side a rival car is on just by listening to the audio cues (a smart implementation of stereo, for sure).  In comparison, SMGPII’s engine sounds were quite uninspired.  Your car’s engine sounded like it wasn’t revving very high at all (no real discernible variations in pitch as the RPM increased, actually), and it sounded way too heavy in the lower portions of the mid-range frequencies.  Very unnatural.  Positional audio was still there, but it wasn’t any good to listen to.  What I did like about SMGPII more compared to SMGP was that the race tracks were probably more accurately modeled.  Other than this one element, though, I definitely felt that the original Super Monaco GP port for the Sega Genesis was a better game overall.

Come to think of it, SMGP was so much fun to play with, it surpassed a couple of games which were actually played on newer hardware.  I was one of those people who saved enough money to get the frankly pathetic Sega CD add-on for the Genesis.  I owned exactly THREE games for this hardware blind alley:  One of them was Formula One:  Beyond The Limit (the other games were NFL Football ’94 Starring Joe Montana and Sonic CD, which were bundled in with the Sega CD module).

FO:BtL wasn’t awful, but I can’t say that it was as brilliant as SMGP was.  For one thing, FO:BtL featured a picture of my all-time favorite F1 driver of all time, Alain Prost (driving his iconic 1986 McLaren-TAG Porsche), on the cover.  The gameplay featured a couple of interesting touches.  For example, in starting the Career mode, you had to test drive a generic car; based on your performance, the different racing teams in the game would offer you a seat in one of their cars.  This was a simplified simulation of how drivers actually get offers from real-world teams, so as a fan simulating this process was pretty cool.  Another interesting facet of the gameplay was the fact that each car had its own unique characteristics.  SMGP had similar performance variations in the different cars in the game, but most of the differences were purely in engine performance; FO:BtL actually tried to convey the idea that a Ferrari handled pretty well, but had a gutless engine; the Larrousse-Lamborghini had good straightline speed, but bad handling; the Williams-Renault had great handling and very good top speed, but not as good performance in low gears + low RPMs (relative to the Benetton-Ford and McLaren-Ford cars, which had great Ford V8s with gobs of low-end grunt but lacked in top speed).  Allied to the cool variations in handling properties was the fact that each engine type had unique engine sounds.  The Ford V8s sounded different from the Ferrari V12; the Lamborghini V12 was different from Ferraris there again; and the various V10s all had subtle differences as well (the Ilmor-Mercedes in the Sauber was actualy the best-sounding V10 to me).

One other notable feature about this game’s gameplay was the fact that, for the very first time in racing games, there was a risk of doing permanent damage to your car if you drove it poorly.  In most other games beforehand, you could crash into the scenery or obstacles, but it wouldn’t necessarily spell the very end of your race; the game would simply let you continue from the point you had crashed.  The only time such crashes were terminal was if the Time Remaining countdown (i.e., a clock that told you how much time you had left to make it to the next checkpoint) reached zero.  In FO:BtL, you could do damage to many parts of your car if you drove poorly.  The car’s tires wore down as the race progressed; your engine could overheat, or even destroy itself  if you downshifted at full throttle; the handling could go awry if you bumped wheels with rivals too often (simulating suspension misalignment/damage).  In my opinion, this particular feature of the game was awesome in that it taught sim racers one of the foremost maxims in the sport:  To finish first, first you have to finish.

Another first was the possibility of changes in the weather.  This was an awesome advance.  This was simulated graphically — rain drops were added on to the gameplay screens — as well as in the game physics.  As you might expect, traction becomes more elusive, and you could actually lose control when the heavens open up and rain pelts the circuit.

Lastly, the game also allowed the player to change certain settings on the car, much as real-life racing cars do.  As I recall, you could change front and rear wing settings, gear ratios, as well as some very basic suspension adjustments.  As Alain Prost was renowned for his prowess in racing car set-up, this particular aspect of the game was just absolutely awesome for me.

As good as these features were, though, in total the game was lacking, given the theoretical superiority of the hardware.  For one thing, as lovely and detailed the effort was to replicate the actual engine sounds, they didn’t really connect you to the game as well as SMGP’s sound effects were.  I think the engine sounds in isolation were great; as part of the gameplay experience itself, though, you felt more as though you were hearing a recording of the engine sounds instead of actually causing the rise and fall of the RPM, the changes in gears.  The graphics, too, were a little disappointing.  Believe it or not, SMGP’s graphics looked more refined; during gameplay, FO:BtL’s graphics looked too pixelated.  Cutscene graphics, such as they were, were acceptable.  Though the game allowed for some of the cars’ settings to be modified, the effects of such changes were not as noticeable as I think they ought to be.  As I recall, the most obvious effects were changes to the gear ratios; aerodynamics and suspension adjustments were not as perceptible.

Perhaps FO:BtL was too ambitious, trying to incorporate many ideas and enhancements which the available hardware and software coding ability could not deliver.  Nevertheless, as a game it paled in comparison with SMGP.  It just didn’t measure up in the FUN factor.

One game that DID measure up to, and surpass, SMGP was Virtua Racing.  Virtua Racing did not simulate any particular F1 car or F1 season, but it did a superb job of simulating the experience of driving and racing a Formula One car.  VR, like SMGP, was originally an arcade game.  You sat in a racing seat, with two pedals at your feet (throttle for the right foot, brake for the left foot) and a steering wheel at chest level in front of you.  As you took hold of the wheel (it was a fair facsimile of a racing car’s steering wheel, with a thick rim and a diameter of around 10″), you would immediately notice the gear shift paddles just behind the spokes.  The right-hand paddle was for upshifts, while the left-hand paddle was for downshifts.  The pedals at your feet had different weights, with the brake pedal being much heavier than the throttle; this was very realistic.  Also, most arcade setups that I played with even simulated G-force loadings through movable pads in the seats.  Take a tight right hand at high speed, and you’ll feel an almost-violent punch in your left side; use more finesse in your cornering techniques, and the movable pads would move and make contact with your body with more subtlety.

My friends and I spent a good amount of money going to different video arcades racing each other on Virtua Racing.  Funnily enough, though, my most outstanding memory of this sim is from the L.A. Auto Show.  I don’t precisely remember what year it was — I think it was either 1995 or 1996 –, but Team Penske’s IndyCar operation had a display with their title sponsor.  Very prominent on their display was a group of several Virtua Racing machines on a LAN link-up.  

As I recall, there were maybe eight or ten machines linked together.  Showgoers could race in the machines against each other, and there were prizes on offer for outstanding achievements, including winning the race and setting the fastest lap of the day.

There were two catches, though:  1)  First, you had to be past a certain age; 2) you also had to be a consumer of the title sponsor’s product.  

At the time, I was not quite yet at that required age.  Moreover, I didn’t (and still don’t) buy that sponsor’s products.  

My friends and I just wanted to race.

Undeterred, we found used-up packages of this sponsor’s product in the parking garage of the L.A. Convention Center, got into line, and passed ourselves off as legal users of the product.  I was actually asked for identification, but since producing ID would have exposed the ruse, I merely and nonchalantly said that I didn’t have my driver’s license on me since I didn’t drive to the Auto Show.  The young lady controlling admission into the Virtua Racing LAN competition took my word and allowed me to race.

By the end of a five-lap race, I wound up winning the race and also setting the day’s fastest lap time so far.  If my lap time held until the end of that day, the prize was a bona-fide leather and suede jacket emblazoned with the sponsor’s logos.

Amazingly, my time held up, and the sponsor actually complied and sent me the prize!  I still own that red and black jacket, in fact (though I don’t wear it since I don’t want to advertise the product or the company).

Who knew racing sims could be so rewarding?

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