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#1 |
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Beyond3D News
Join Date: May 2007
Posts: 440
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A couple of superstars in their own spaces have made professional newsworthy leaps. GPGPU pioneer and attractive hire for both companies we're about to mention, Mike Houston, and long-time (Direct)3D heavyweight, Tom Forsyth, have both taken up key positions at two 3D graphics giants.
Read the full news item |
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#2 |
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Mostly Harmless
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Whee, "The Graphics Adults" are continuing to mosey on into Intel VCG.
The "street cred" quotient over there is starting to look like critical mass. It's got to help in hiring a full team of devs when you have some names like TomF and Matt Pharr around. . . .the mid-level guys they need to hire a bunch of to actually make their efforts go are more likely to feel like this project is for real, and not just a likely waste (even if well recompensed) of two or three years of their career with those guys on board. Interestingly, TomF's blog includes a short review of Deano's Raytracing vs Rasterization article, and TomF agrees with him. Conjure with that. And congrats to Mike & AMD (for landing him), of course!
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"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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#3 |
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A little of this and that
Join Date: Oct 2005
Location: Cupertino
Posts: 342
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"Luminary", "superstar" eh? I'm not sure I'd go that far, at least in my case, but I hope that I have helped push the field of parallel computation, GPU architecture, and GPGPU. Don't worry, I'll still roam the forums here and I'll try to answer what questions I can and to the best of my ability.
Congrats on the Intel job Tom and good luck. |
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#4 |
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Senior Member
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Additional Tom was one of the last guys in the PC business who had still works on software rasterizer (Pixomatic).
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GPU blog |
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#5 | |
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Member
Join Date: Nov 2006
Location: San Antonio, TX
Posts: 931
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Quote:
Can you comment in any sort of general sence on what your vision is with AMD? |
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#6 |
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Senior Member
Join Date: Sep 2003
Location: Well within 3d
Posts: 4,071
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The link to TomF's blog doesn't seem to work for me.
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Dreaming of a .065 micron etch-a-sketch. |
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#7 |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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I thought Pixomatic was an Abrash's solo effort
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[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#8 |
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Mostly Harmless
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Works fine here.
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"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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#9 | |
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Mostly Harmless
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Quote:
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"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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#10 |
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Junior Member
Join Date: Nov 2003
Posts: 61
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It was initially a joint effort with Mike Sartain (see http://www.ddj.com/architect/184405765 etc), with Abrash handling most of the lower level bits IIRC.
I believe Tom has been contributing to a later iteration. |
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#11 |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,379
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Tom has got to be one of the few people in the world who can manage 1000wpm when typing
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"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#12 | |
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Mostly Harmless
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http://home.comcast.net/~tom_forsyth/blog.wiki.html See "Larrabee Decloak". I do feel the need to add that while Beyond3D's ninjas are rightly feared far and wide, the reality is the fact that he was joining Intel to work on Larrabee was disclosed publicly by TomF himself on an internal page to his site. We just happened to notice, and being the big mouths we are, of course had to share. This part is particularly interesting: Quote:
So, I guess we'll see. At any rate, for those of us *not* on the inside, but graphics enthusiasts right down to our little high-tech socks, it is indeed a comfort to see some of the names that have been disclosed in recent months as contribuing to the Larrabee project. What does the fact that TomF both seems to agree with Deano's analysis of Raytracing vs Rasterization, and assures us that Larrabee won't suck at conventional rendering actually mean? Well, it would seem to mean that Larrabee is about a good deal more than Raytracing performance. I'm sure we'd all like to hear more about that as we manage to tease and needle details bit by bit out of Intel and friends.
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"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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#13 |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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The fact that Intel is still hiring sw rasterization experts make me at least wonder what those guys are cooking..
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[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#14 |
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Senior Member
Join Date: Sep 2003
Location: Well within 3d
Posts: 4,071
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On the one hand, my personal philosophy is to not expect much from revolutions in the making when their architects are in the "figuring out what to do" phase.
On the other, my earlier skepticism concerning Larrabee's being inferior to dedicated GPUs rested in part on the assumption that a next generation of an AMD/Nvidia high-end chip wasn't just a reinterpretation of last year's (or just no high-end at all, depending on the manufacturer). I still expect growing pains for Larrabee I, though its successor should do better. GPGPU still looks to set to be marginalized, though consumer graphics seems like a tough nut to port over to Larrabee in a time frame of only a few years.
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Dreaming of a .065 micron etch-a-sketch. |
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#15 | |||
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Mostly Harmless
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There's a mountain to climb there, no question, and they can't climb it all at once. Everything we know about graphics history of the last 12 years or so tells us that conclusively.
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"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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#16 |
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Member
Join Date: May 2003
Posts: 540
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#17 | |
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Member
Join Date: Feb 2002
Posts: 393
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Quote:
Now the question is.. what are they comparing Larrabee to? G80? G92? future theorical performance extrapolated from current one, taking in account the ETA for Larrabee?
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NocturnDragon Q :Why did the chicken cross the road? Evolutionist: Pure chance. Evolutionist: Only the fittest chickens survive crossing the road. Creationist: God created the chicken on the other side of the road. There is no proof it ever was on this side. |
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#18 | ||
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Senior Member
Join Date: Sep 2003
Location: Well within 3d
Posts: 4,071
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CPU designers admit that the utility of symmetric multicore drops to near zero after 4 standard cores, outside of certain lucrative but still limited market segments. Intel admits there is a need for different methods to further the usability of massively multicore architectures. In that respect, the work put into Larrabee is work Intel needs to do anyway. Larrabee's core design may also share the same design philosophy as Intel's Silverthorne core, and in-order 2-wide x86 (besides the vector unit). The core itself is simple enough that design costs are small, with the big difference being in the cache and uncore: areas Intel needs to improve anyway. I think that means that a fair amount of Larrabee's expense is incremental to things Intel is doing anyway. Better, it's an attempt to get revenue on work that would otherwise not bear fruit for many more years. The possible upside? Larrabee's very likely to be a very strong competitor for GPGPU. In addition, it will compete in HPC in a number of areas that AMD's Bulldozer should have gone in (according to early slides showing it's prowess in HPC). With one design effort, Intel furthers massive multicore design, hurts the revenues of GPGPU, makes some money in HPC and possibly graphics, and sucker-punches AMD's next-gen design effort on two fronts (Three, if we discover Silverthorne is distantly related to it and hurts Bobcat. Via gets nailed too). Even if Larrabee fails in consumer graphics, it should be of interest to HPC. Even if it fails there, the other benefits would be enough that Intel could swallow a few weak iterations and still do well as a whole. This might be an Itanium-type situation. As poorly as it did early on, the product is now profitable on an operations basis and it helped kill off several wobbly RISC lines in the high-end. POWER and SPARC are primarily the remaining RISCs that still exist in non-embedded or telecom. SPARC isn't growing and its new products are in a niche (one that Larrabee could also target...). IBM is working seriously hard to maintain a leap-frog relationship with a design that is far more intensive on all levels of the system than Intel's. Quote:
They'll have some good ideas from running engineering silicon where some improvements could be made. Larrabee II should also benefit from the software and driver snafus that might pop up for the design that first wades into the real world.
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Dreaming of a .065 micron etch-a-sketch. |
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#19 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Quote:
Though I wouldn't be surprised if Larrabee has a hw rasterizer but not a dedicated setup unit, as it can be implemented in software (does Larrabee support double precision math? ...)
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[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#20 |
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Senior Member
Join Date: Sep 2003
Location: Well within 3d
Posts: 4,071
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Larrabee should support x86, and some slides show it as a system processor, which hints at full support.
Slides on Larrabee indicate it should be capable of 8-16 DP operations per clock using SSE. I'm not sure why there's a range, perhaps it hadn't been decided when the slides were created or there's a different throughput depending on whether the code uses standard SSE or the expanded vector set. Aside from that, it was stated to support 2 DP non SSE ops. This extra support does point to the greatest internal threat to Larrabee: the everything and the kitchen sink syndrome that hit the IA64 Merced. If McKinley is an indicator however, Larrabee II should come about after the "we can do anything" phase ends and designers can focus on what it can do well. This is where things go from pie-in-the-sky to interesting.
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Dreaming of a .065 micron etch-a-sketch. |
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#21 | |||||
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Regular
Join Date: Jan 2008
Posts: 354
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There is a huge difference in cost between an internal research project and a product that you sell to end-users. Additionally, doing something too early can be very costly if the ROI isn't high enough. Quote:
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DK |
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#22 | |||||||
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Senior Member
Join Date: Sep 2003
Location: Well within 3d
Posts: 4,071
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Intel has to put the pedal to the metal sometime. Itanium already showed what can happen if you only rely on internally formulated means of evaluation for a design. There's a decent chance that it will gain a foothold in a few areas, and it can serve as a bulwark against competitors that are rapidly running out of choices when it comes to competing. AMD and Nvidia have a high flops part that can establish a niche if not contested, and ceding a potentially lucrative market is handing them free money. Quote:
The plans are tentative enough and far enough ahead that Intel can scale back production and expectations as needed (unless its ray-tracing uber alles marketers go unchecked for the next year or so, that is). Quote:
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It's not Intel's fault that Bulldozer's been delayed into that timeframe. For AMD's GPGPU line, Nehalem and Sandy Bridge are obstacles, but they are not directly targeted at similar workloads. The order of magnitude performance gap for customers that have tasks amenable to GPU boards won't be removed by the next CPU generation or two. Larrabee, if targeted correctly, can undercut both Firestream and AMD's attempt to appeal to HPC with SSE5 and its new instructions. This of course assumes that AMD's delay of Bulldozer isn't because AMD chickened out and is yanking its second set of FP extensions Intel refused to recognize. Quote:
The failure would be mitigated in part by the fact that a fraction of its expense is overlayed with otherwise unavoidable expenditures. Intel has to fail to gain a foothold in multiple market segments for Larrabee to fail. For a complete disaster, it has to fail to garner any devrel or mindshare among developers that serves as groundwork for future software that will most likely tread the same path again. Quote:
I don't seen any yawning gaps Larrabee creates in Intel's product lines, and it goes along way in plugging up a few avenues of attack.
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Dreaming of a .065 micron etch-a-sketch. |
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#23 |
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Mostly Harmless
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The available evidence suggests to me that Larrabee was aimed more at Nvidia and ATI than AMD, and that the AMD acquistion of ATI and launching of the Fusion project was, in part, AMD's reaction to figuring out where Intel was going.
We just knew more, sooner, about AMD's efforts because it involved a multi-billion dollar acquisition that forced them to talk about them at length in public much sooner, almost certainly, than they'd have done so if that factor wasn't involved.
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"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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#24 |
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Member
Join Date: Jun 2005
Posts: 142
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#25 |
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Certified not a majority
Join Date: Sep 2003
Location: Sittard, the Netherlands
Posts: 3,178
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Well, we have one "proven" design (Cell) and one that goes the same direction, but foregoes the things that make Cell work: large local stores instead of a unified (cached) memory structure, and a new ISA.
Without a close look at a first sample in action, there isn't much we can say about the validity of having all those cores crunch away in a meaningful manner.
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The Laws of nature are NOT subject to the majority vote. In the long run. |
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