To be fair though, that says up-to 32 cores. If the first production runs are 50% 16 core versions I'll leave my silverware dusty and black, if you don't mind. Oh and if they're 24 core only because they disable 8 to improve production yields, I'll give you that one.
You're the one speculating on that - I was suggesting 16 cores, you came up with that link as evidence against it.
Right at this very moment though, I'm thinking that looking at Cell, where SPEs use about as much energy as cores on LRB, 16 cores is already quite a lot. Sure, they can do 32 cores (though then that'll likely be 24, to improve yield?), but will they find a commercially viable application for it? Well, I guess it partly depends on when.
We'll see. In 2010, I guess 32/24 should be possible. But is LRB going to be able to provide anything high-end enough that it can afford to be one of the bigger power burdens in a system?
I can assure you I am not speculating wrt to cores and SKUs. I just cant tell you what I know.
Intel have stated the max cores, as per my link. And provided a wafer shot from which a floorplan was extracted that confirms that count. Intel have made no claim as to whether or not there is a SKU with less cores. Anything except the max count is speculation at the moment.
How could you know what a core on LRB1 uses in terms of power? Or be able to compare that to Cell? I dont believe any informed commentary can be made on the power envelope.
As far as apps and usage - why would you doubt that apps that run standard APIs ( D3D, OGL ) will run on it?
As far as performance - time will tell.
I read a straight number somewhere for a LRB core (30w). If I'm wrong, I'm wrong.
I've not commented on anything like that.
I think something would have to be fantastically wrong with Larrabee if it drew that much.I read a straight number somewhere for a LRB core (30w). It seemed fair, considering, but I could of course be wrong.
uh, yes, we are going to ship a part that requires 32*30 watts.
yeah, right. think about it, that just cannot be right.
speculating how close to the existing power envelope of top-end cards we will be, thats informed speculation.
speculating we will be 2-3x existing cards power envelope, that isnt really giving us much credit. we are not crazy, well, at least not that crazy .
you stated:
but will they find a commercially viable application for it?
that seems to indicate some doubt as to what applications LRB1 would be used for.
at a minimum, anything done on an existing graphics part can be done on LRB1.
what beyond that can be done is...interesting...
Fwiw, I'd be surprised if the PS4's cell was just 32 SPUs. It's probably going to be a couple more times than that.
Depends on when you believe PS4 will debut. If we're talking by 2012 I'd be surprised if it were more than 32 SPEs. We haven't seen anything > 8 yet and we're in the latter half of 2009 so how realistic is it to jump from 1PPE/8SPEs to 4PPE/32SPEs in the space of 1 year, or to expect SPE count to continue to grow given 3 years of identical core counts for Cell?
Arwin, we don't really know how much overhead a PPE can handle, acting as command processor for SPEs. How many threads can it dispatch before it becomes the bottleneck? I'm not saying 4 PPEs is the answer, but my gut tells me 1 is not enough for that many SPEs either.
Fwiw, I'd be surprised if the PS4's cell was just 32 SPUs. It's probably going to be a couple more times than that.
Well, already in the Cell the PPE couldn't always feed the SPEs. What see there happening instead is that SPEs start feeding SPEs, for instance.