Original Phoronix article which has all the individual benchmarks—weird that they didn’t link to it
Original Phoronix article which has all the individual benchmarks—weird that they didn’t link to it
There’s a variable that contains the number of cores (called cpus
) which is hardcoded to max out at 8, but it doesn’t mean that cores aren’t utilized beyond 8 cores–it just means that the scheduling scaling factor will not change in either the linear or logarithmic case once you go above that number:
/*
* Increase the granularity value when there are more CPUs,
* because with more CPUs the 'effective latency' as visible
* to users decreases. But the relationship is not linear,
* so pick a second-best guess by going with the log2 of the
* number of CPUs.
*
* This idea comes from the SD scheduler of Con Kolivas:
*/
static unsigned int get_update_sysctl_factor(void)
{
unsigned int cpus = min_t(unsigned int, num_online_cpus(), 8);
unsigned int factor;
switch (sysctl_sched_tunable_scaling) {
case SCHED_TUNABLESCALING_NONE:
factor = 1;
break;
case SCHED_TUNABLESCALING_LINEAR:
factor = cpus;
break;
case SCHED_TUNABLESCALING_LOG:
default:
factor = 1 + ilog2(cpus);
break;
}
return factor;
}
The core claim is this:
It’s problematic that the kernel was hardcoded to a maximum of 8 cores (scaling factor of 4). It can’t be good to reschedule hundreds of tasks every few milliseconds, maybe on a different core, maybe on a different die. It can’t be good for performance and cache locality.
On this point, I have no idea (hope someone more knowledgeable will weigh in). But I’d say the headline is misleading at best.
One thing I’m confused about is why even the Japanese article referenced is just speculating, albeit in a more reasoned fashion–they use the fact that it’s a joint lawsuit from Nintendo and The Pokémon Company to narrow their focus to jointly-held patents in a relevant time range. I did a bit of Googling and one result said that you can only request court records if you know the case number, which is pretty wack if that’s the case. Like, PACER sucks and all (always check RECAP first and use their extension to upload documents for everyone!) but I’ve been following a random-ass civil court case in the US for about a year now and that’s shit is all online. Seems wild to me that even an intrepid reporter who marched on down to the courthouse wouldn’t be able to get their hands on the complaint. Big cases like this have ramifications far beyond the involved parties, so it’s important for the public to be able to see the arguments being made in detail.
DeepL translation of Japanese article
Nintendo and Pokémon Inc. filed a lawsuit against Pocket Pair, developer of Palworld, for patent infringement (Nintendo press release). As you know, there was some opinion that the modeling of the monsters in Palworld was similar to that of Pokemon, but it was difficult to question copyright infringement (they were close, but just barely avoided it). So Nintendo exercised its rights not by copyright but by patent right. An injunction and damages are being sought.
Palworld is not free to play, so I guess from the introduction videos on YouTube, etc., but aside from the monster sculpting, the game system does not seem to be that similar to Pokemon, and it seems to be an open-world game similar to Ark, etc. If there are similarities, it seems to be Balls. If there is a similarity, it is in the part where you capture monsters by throwing a ball-like object at them. If there is any similarity, it is the part where you throw a ball-like object at the monster to capture it.
Since Pokémon and Nintendo are jointly suing, we can naturally narrow the number of patents down to 28 if we assume that the patents are also jointly filed by the two companies. Of those 28, four were filed as divisional applications after PAL World went into service (January 19, 2024).
The one with the most recent filing date is patent 7545191. It was filed on July 30 of this year, requested for examination on August 6, requested for accelerated examination, and was already granted a patent on August 22. It is believed that the Super Accelerated Examination system was used.
The following patents follow: Patent No. 7528390 (filed on March 5 and registered on July 26), Patent No. 7493117 (filed on February 26 and registered on May 30), and Patent No. 7505854 (filed on February 6 and registered on June 17). All have requested accelerated examination (possibly super accelerated examination).
All are divisional applications of the December 22, 2021 application, so the effective filing date is December 22, 2021, and they are enforceable against Palworld, which entered service on January 19, 2024. It is believed that the scope of rights of the divisional application of the existing patent was amended to “pull in” the composition of the allegedly infringing property for use in litigation, a technique commonly referred to as “fitting in” (we wrote an explanatory article on this in the case of Konami’s lawsuit against Cygames “Uma Musume”). In terms of timing, it seems natural to assume that the lawsuit was filed pending the grant of these patents.
Let’s take a look at the contents of Patent No. 7493117, which is easy to understand and seems to have a broad scope of rights among these patents. Claim 1 reads as follows
In the end, what it is saying is that a ball (capture item) is thrown at a monster (field character), a successful capture decision is made, and if the capture is successful, the monster can be set to be owned, in which case the ease of successful capture is indicated by some indicator (not a number, but a color or design is also acceptable, according to the specification). This is all. If you want to make a Pokémon-like game, it may be difficult to avoid it, and if you are not aware of it, it may conflict with it. I feel that this is a killer patent. Other patents will be explained later.
Of course, there is no proof that these patents are used, and there is a possibility that other patents are used as well. It is also possible that Nintendo or Pokémon is filing another lawsuit using patents of which it is the sole owner. Nintendo is also known for its incredibly powerful patents, such as the patent used in the lawsuit against Coroplast (see related article), which restricts users to play games only with mutually registered users in communication games.
As was said during the lawsuit against Coroplast, it seems that Nintendo’s corporate policy is that even though they have a super-powerful patent portfolio, they do not actively enforce their rights themselves, but only fight thoroughly when their IP is about to be eroded.