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When you buy the “infrastructure” for let’s say 8 seats in an internet cafe, you’re paying for a lot more than just the computers. Posted in computer hacks, Games Post navigationĪs I said, the reason why it wasn’t sold elsewhere is probably because the savings were marginal and it only introduced problems – not that Microsoft somehow prevented it.
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They run multiple virtual machines and managed to deliver a full 7 player experience running off just one CPU. The basic theory is simple – create a hugely powerful PC, with a beefy CPU, plenty of RAM, and one graphics cards for each of the seven players. In the meantime, check out a practical exploration of the concept on modern hardware with the original project. We note there’s a few Octane 2000s at the Jim Austin Computer Collection, so perhaps they might be the ones to achieve the feat.
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We’d dearly love to see such a setup happen at QuakeCon or a hacker con, though, so if you pull it off, you know how to call. Unfortunately, SGI hardware isn’t easy to come by, nor is it cheap, even decades after release - so thus far, the concept remains untested. goes so far as exploring the limits of the supercomputer-grade hardware, suggesting that 7 players or more could be possible. Then, it’s a simple matter of firing up four instances of Quake and a dedicated server and you’re up and gaming. With all this hardware, it’s theoretically possible for four users to login to the X server running in the IRIX OS on the Origin 2000 machine. With multiple graphics cards and a few CAD DUO boards installed via a PCI adapter called the “shoebox”, there’s provisions for up to four separate monitors, keyboards and mice. However, by substituting in the IO6G module from the Onyx2 machine, and SI graphics cards from the Octane, it’s possible to get graphics and input up and running. These didn’t ship with any form of video output or even a keyboard and mouse interface. The idea is to use the Origin 2000 server as the base. found the idea intriguing, and has theorised that the same feat could be possible on mid-1990s Silicon Graphics hardware.
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By running multiple virtual machines on a single tower PC with tons of RAM and GPUs, it was possible to let seven gamers play on a single rig at once.
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Defining the a real feature will prevent new code from changing the defined behavior in adverse ways.Undertook a fun experiment a few years back. This will allow maps to fully define pass zones in an arbitrary way for any flag.
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To properly support the desired behavior a set of map defined zones or faces needs to be implemented that can detect when specific flags are dropped on them and define a respawn target zone or area. Similar enhancements are expected to be made in other parts of the world that would break other types of passing. Current development code has already "broken" teleporter passing by improving the definitions of the teleporter geometry and making no longer a "bad" place to put a flag. In order to be able to maintain this type of gameplay a real feature has to be implemented to support it. Many maps have been designed to turn this into a gameplay feature. The current method of using the flag respawn on drop to pass a team flag was never a defined 'feature' of the game.
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