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  2. Distant Worlds 2 - Wikipedia

    en.wikipedia.org/wiki/Distant_Worlds_2

    The gameplay and core mechanics are nearly identical to its predecessor Distant Worlds, with the main differences being: a shift from a strictly top down 2D perspective to a 3D point of view, the removal of orbital mechanics, the default automation of previously manual actions, and various UI changes to improve accessibility to the game (although in function they remain nearly identical).

  3. Distant Worlds (video game) - Wikipedia

    en.wikipedia.org/wiki/Distant_Worlds_(video_game)

    Distant Worlds received generally positive reviews upon its release. [9] RTSguru gave it 8 out of 10, praising the replayability and large galaxies, while diverting some criticism towards the user interface and graphics. [10] Gamesquad awarded it an 8.0 out of 10, praising the automation options and the economical system of the game.

  4. Computer performance by orders of magnitude - Wikipedia

    en.wikipedia.org/wiki/Computer_performance_by...

    2×10 15: Nvidia DGX-2 a 2 Petaflop Machine Learning system (the newer DGX A100 has 5 Petaflop performance) 11.5×10 15: Google TPU pod containing 64 second-generation TPUs, May 2017 [9] 17.17×10 15: IBM Sequoia's LINPACK performance, June 2013 [10] 20×10 15: roughly the hardware-equivalent of the human brain according to Ray Kurzweil.

  5. Amdahl's law - Wikipedia

    en.wikipedia.org/wiki/Amdahl's_law

    if part A is made to run 2 times faster, that is s = 2 and p = T A /(T A + T B) = 0.75, then = + = Therefore, making part A to run 2 times faster is better than making part B to run 5 times faster. The percentage improvement in speed can be calculated as

  6. ILLIAC IV - Wikipedia

    en.wikipedia.org/wiki/Illiac_IV

    Each quadrant of the machine was 10 feet (3 m) high, 8 feet (2.4 m) deep and 50 feet (15 m) long. [47] Arranged beside the quadrant was its input/output (I/O) system, whose disk system stored 2.5 GiB and could read and write data at 1 billion bits per second , along with the B6700 computer that connected to the machine through the same 1,024 ...

  7. Wirth's law - Wikipedia

    en.wikipedia.org/wiki/Wirth's_law

    Wirth's law is an adage on computer performance which states that software is getting slower more rapidly than hardware is becoming faster. The adage is named after Niklaus Wirth, a computer scientist who discussed it in his 1995 article "A Plea for Lean Software". [1] [2]

  8. Light-second - Wikipedia

    en.wikipedia.org/wiki/Light-second

    Humanity's most distant artificial object, Voyager 1, has an interstellar velocity of 3.57 AU per year, [7] or 29.7 light-minutes per year. [8] As of 2023 the probe, launched in 1977, is over 22 light-hours from Earth and the Sun, and is expected to reach a distance of one light-day around November 2026 – February 2027. [citation needed]

  9. History of general-purpose CPUs - Wikipedia

    en.wikipedia.org/wiki/History_of_general-purpose...

    In a clocked CPU, no component can run faster than the clock rate. In a clockless CPU, components can run at different speeds. In a clocked CPU, the clock can go no faster than the worst-case performance of the slowest stage. In a clockless CPU, when a stage finishes faster than normal, the next stage can immediately take the results rather ...