NISC or IISC or CAISS or ARISC

I always loved computer games. I played my first when I was 5 years old in the newly bought Pentium II computer in the late 90’s. It had a hard disc with memory space of 4 Gigabytes (GBs), and RAM of just 64 KB at first. Later we upgraded to some 128 KB RAM by installing a new 64 KB memory. Need for speed, I guess, was the first computer game I played. This computer became a family member, one of brother. It remained with us for more than a decade. It was the world to me. Yes, I miss him – my Pentium II.

Being a creature from Nepal, and from a middle class family, we weren’t inclined in favor of immediate purchase of latest high techs of great proportions. Me and my elder brother anyway managed, sometimes successfully convinced dad to upgrade some parts here and there. I fell in love with my computer and the games we played.

Age of Empires II (AOE) was, and still is, my favorite. In the later years Freedom FighterGTA Vice CityGTA San AndreasRise of Empires. In early years, DavePrince of Persia 1Prince of Persia 2Aladdin (1993), Wolfenstein 3D (1992). Oh man, nostalgia …

[Age of Empires II (AOE(1999) is my favorite, is my best.]











As new, more sophisticated, demanding games emerged in the market I found it difficult to catch up. My computer was now ‘old’ and had hardware and features that were rendered obsolete by the advanced requirements of new age games. This also led me to engage with those games more and explore them more, which led me to fall in love with these mentioned games. I was hooked. Now I didn’t even care about newer games. I loved the simulated worlds of raising an empire in AOE2, wandering purposelessly in the down town and country sides in Vice City and San Andreas, devotional in the glorious patriotic path to achieving freedom for my nation USA in Freedom Fighter, surviving and trying to escape the clutches of one of the most evil man in human history in Wolfenstein 3D.

I could spend my entire life doing what I did in the comforts of my childhood. It was pure joy, I was blessed, I was happy, It was bliss.

But anyway, there were some challenges too. Mainly with the system I had. I learned my system required an upgrade. New games demanded powerful CPUs, RAMs, larger Hard drive spaces, Graphic cards, huge processing capabilities. Computer, among others, was one of my favorite subjects, all because of my decade old computer, that I loved so much, and all the simulated or digital worlds that it processed for me to feel the joy, and create some really beautiful moments.

I later learned that computers processed things; they processed the currents, or voltages, and that generated the photons and phonons that created the beautiful world that I loved.

I wished my computer had great processing capability. But more than that, I wished Games, and in general Sims and the Universes and the Worlds that was created as games or otherwise required no processing at all. I wished they did not have to be created in the first place. I wished they just existed, without requiring creation, without requiring processing and transformation, without requiring computation. I wished, the states, the universes, the worlds, required no cause, no reason, no laws, no bounds, no requirements, no justifications. I wished, it all just, was, and wasn’t.

Fast forward to 10 years, and I learned things about RISC architecture and CISC architectures in computers and computing. I thought, what if computers did not have to process/render games and game worlds and each frames or worldviews and scenes and graphics and all that stuff, building the particular state and frame in the game, as player plays or explores the world around.

I just thought of a computer/simulator or universe/world generator, that wasn’t actually the computer/simulator or world generator, at least not of a degree or at least not like the usual traditional conventional computers. I thought of computers or game renderers that weren’t like the computers that we have:

What if we had a thing or entity or space/store/memory/disc-space, that consisted or stored all the possible frames/states that a particular game had, or that corresponded to the required game or of a game that one is interested in. A space/store that stored all the possible frames pictures/snapshots corresponding to what game/worlds one plays or wants generated. Instead of rendering game frames/states, we could have all possible experiences of the simulation/world already in that store/space/disc (call it disc-U or DU). And when a world explorer (you can call it player if you like) explores the sim-world and makes any choices or presses any key, the CPU (call it UPU) just brings or picks up the corresponding frame/state from DU and presents it on the screen to the explorer/player.

Yes this, in addition to DU requires a processor, and of course there is no complete absence of rendering/computing, but this is not like what is required in the conventional, frame by frame rendering architecture/structure or mechanism, that renders/processes/transforms, or works out the transformations of, each game/sim/world state, at the very moment, and as the ‘external agency’ makes the choice or decision.

Here, this ‘[DU + UPU]’ only processes what is to be picked up from DU by UPU, that already exists in the DU, and present it. Here, this ‘[DU + UPU]’ only processes (what is) the (act of) picking up from DU, that already exists in the DU, and present it. It just presents what’s already there, completely rendered and processed already and put in the store/space called DU. All states are completely processed already, from/at the very beginning, and stored in the DU (memory), for example with game/sim installation, and later it’s just picked from DU and displayed/projected on screen, (as per the choices or demands made by the player or explorer).

All states/frames are already there in memory, stored; the processor (UPU) just searches the state in storage (DU) and displays up in the screen, as per the demand or choice of the explorer.

This would require a lot of space. But I’m willing to trade that for no processing requirements. Later I learned fro my computer engineer friend, that this sounded somewhat like the RISC architecture, and like the RISC Vs CISC architectures.

ARISC:

(later…..)

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