from the looks of it, it sounds like it has half the power of the Arc A770, which makes me think that's a mobile GPU instead of a full-fledged desktop GPU. If not, it would be a bit of a boomer
from the looks of it, it sounds like it has half the power of the Arc A770, which makes me think that's a mobile GPU instead of a full-fledged desktop GPU. If not, it would be a bit of a boomer
Supporting native 64-bit r/w atomics for textures was severely long overdue since Arc emulating that feature on UE5 titles w/ virtualized geometry was a source of major performance overhead. With advanced GPU-driven rendering on the verge of breaking out, it's good to see better support for the ExecuteIndirect API especially given that games like Starfield served as a painful reminder to them of how lacking they were in that area ...
To be fair they started out with overly complex hardware designs (robust ROVs/geometry shaders/tiled resources, ASTC!, multiple wave/threadgroup sizes per-instruction granularity!, 64-bit floats, backwards ISA) so it's not super hard to hit slow paths on their HW/driver ...It’s kinda crazy that Alchemist was designed without 64-bit atomics as much as Epic has been transparent about its importance to their renderer.
Should be 2025. I think '2026' was a typo.https://www.anandtech.com/show/2143...4-intel-powering-up-intel-18a-wafer-next-week
Panther Lake is Intel's first client platform using its Intel 18A node. Aside from once again affirming that things are on track for a 2026 launch, Pat Gelsinger, Intel's CEO, also confirmed that they will be powering on the first 18A wafer for Panther Lake as early as next week.
Should be 2025. I think '2026' was a typo.
"We've made a tremendous amount of fixes for compatibility all across the architecture. So by its nature, we are more, let's call it, compliant with the dominant expectation."
There's hardware support for commonly used commands, such as execute indirect, which causes headaches and slows performance on Alchemist. Another command, Fast Clear, is now supported in the Xe2 hardware, rather than having to be emulated in software as it was on Alchemist.
There's also been a shift from SIMD8 to SIMD16 for the Vector Engine—the core block of Intel's GPU—which should help improve efficiency. Alongside further improvements for bandwidth and, importantly, utilisation.
The dominant expectation Petersen talks about is a sort-of graphics programming zeitgeist—it's whatever the done thing. As Petersen later explains, the done thing in graphics is whatever "the dominant architecture" does, i.e. Nvidia.
I wonder if that means they're going to get rid of "cross-shader stage" optimizations too despite the current monolithic PSO model in modern APIs being very accommodating to them and implement specialized RT shader stages in their RT pipeline instead of doing callable shaders everywhere ...Intel has made 'a tremendous amount of fixes for compatibility' in its Battlemage GPU architecture to ensure games run as they should
There's more to a good graphics card than DirectX compatibility, says Intel's Tom Petersen.www.pcgamer.com
That’s an interesting admission. I wonder what specifically about Nvidia’s architecture they found it necessary to match. Should we expect SIMD32 from Celestial?
They support SIMD32 warps so it's possible. Nvidia though is SIMD16 in h/w so it can go either way really.Should we expect SIMD32 from Celestial?
They support SIMD32 warps so it's possible. Nvidia though is SIMD16 in h/w so it can go either way really.