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However i think it wont mean much to us consumers and gamers.... It would have huge impact on Professional Market.
I don't think so, considering the abysmal quality of Intel's OpenGL drivers I don't see them making inroads in the professional market soon irrespective of how good the hardware is.
They can claim that the majority of the fab investments were already written off by producing CPU's, a luxury you don't have with an external fab.
If you only take into account the cost of a raw silicon wafer and the cost of operating a fab (electricity, man hours, maintenance etc), your chips will be very cheap indeed.
Reality will probably somewhere in the middle, I suppose, and impossible to estimate for outsiders.
First, I don't see any way to fill missing pages in real-time from disk to service one frame (the latency in the draw call would be horrid and stall future dependent calls).
If the programmer does not rely on the abstractions provided by the software stack that uses fibers and strands as base units, considerations for tracking execution and stalls is up to the programmer.
Unpredictable short-latency events are one reason why there are multiple threads per core.
It's too much work for not enough gain to try and predict small stalls like that. Context switches only happen on more obvious long-latency events.
Ah, OK.
Looking the other link now, and there is ~ 76 structures, as far as Photoshop can see, so in my book the thing should be ~688 mm²!![]()
That seems to be the basis for this Nvidia patent. Page misses on texture requests are serviced for subsequent frames but the current frame tries to find the next best texel that's available in local memory.
was the actual Larrabee wafer ever posted? I must have missed it?![]()
french version is up :http://www.hardware.fr/articles/757-4/idf-printemps-2009-pekin.html
Damien says around 600 mm² for the die.
If it really gives all the addresses of individual texels I'd assume it pushes them on the stack, letting you add a conditional branch for the exception (not a big deal if it's a rare occurrence) and some scalar code to deal with the faults.Not this says "texture instruction" (talking about doing mega textures on Larrabee compared to current GPUs). The question is how exactly is the texture unit giving the shader a list of faulting addresses?
It's a purely software concept to indicate a bit of parallel code working on unrelated data. As such it has no hardware equivalent and there is no such thing as 'switching between strands' in hardware. Think of each strand as an iteration of a loop working on data which is already known to be in the L1 - for example - or doing purely computational work and thus having a predictable execution latency (minus the variability introduced by hardware thread switching).Any clue how strands and fibers are actually represented? Are they just concepts to guide developers or are they actually part of the programming model?
Well, that photo is big enough just to count the integral structures exactly, at least, but no detail on the surface to be sure it isn't LRB but something else... anyway, there is 85 integral structures on that wafer and that writes for 625 mm² per die.