unfortunately I am stuck with the Microsoft compiler for now, my code does not compile with GCC due to problems with C++ templates. So there will be no linux binaries in the near future.
Richard
Edit: Last time I checked, win32 binaries worked fine with WINE, but I don't know about 64bit.
Hi Richard,
Thanks for the response.
As someone has noted, there is an Intel compiler for Linux, I'm actually about to check it out for myself soon.
Do you have the possibility to compile a POPCNT binary for us with Core i7?
Best Regards,
Martin
Well, I am able to make a POPCNT capable binary, but I'm afraid it will be not very useful (only 1-2% nps increase). Recently I did some profiling, and the most prominent bottleneck in my engine seems to be in the hash table accesss. I believe that a well placed "prefetch" instruction will show a significantly higher nps gain. Either way, I would like to implement these optimizations in the next release.
not all problems are so easy to find. In this case its easy because I have it in different games.
I am sure, in SWCR databases programmers can found a lot of such problems, because I playing up to mate without resign. OK, database game average = 85 moves (without resign in ATL-4 or IPON ... Ingo wrote about it) = 67 moves. So my games need around 20% more time.
Hello Richard,
good, you found it.
In 1 1/2 weeks the next SWCR-64 round I will start. It would be great (my wish) if you can create a small update, perhaps 0.80a.
rvida wrote:
Well, I am able to make a POPCNT capable binary, but I'm afraid it will be not very useful (only 1-2% nps increase). Recently I did some profiling, and the most prominent bottleneck in my engine seems to be in the hash table accesss. I believe that a well placed "prefetch" instruction will show a significantly higher nps gain. Either way, I would like to implement these optimizations in the next release.
Richard
You mean you will release a POPCNT binary in the next release? If so, that's great news. Even though it's only 1-2-3% it is definitely an increase.