It's never enough, NEVER2 gigatriangles per second setup rate should be enough, shouldn't it?
What about distributing draw commands to multiple cores? Though maintaining binning data is probably going to require atomic operations.
Supporting a standard 3D API is not a necessary evil imho, it's not like tomorrow everyone will start to write their own software renderers.
A fast OpenGL/D3D implementation is going to be the most important thing for Larrabee for years to come, all sort of other improvements are probably going to be exposed as extentions to this APIs.
Only a few brave developers will probably write their own thing from scratch.
Well the irony being that when you're filling your "irregular shadow map" burning up all that triangle-rate, the only other thing you'll be doing is a funky rasterisation calculation (which is easily parallelisable) and some trivial Z comparisons.It's never enough, NEVER
Especially if you have no resources left to do anything else!
Intel's PR Not Geo Being Bad Yet Again said:The paper will be available at this Web site: http://doi.acm.org/10.1145/1360612.1360617.
The units would have to be fed, and how Larrabee does it exactly wasn't spelled out.
Core2 upped the maximum size of its cache reads to match the wider SIMD units. A balanced general-purpose design with 16-wide vectors would have to quadruple the read size all over again.
Given the heavier infrastructure for memory traffic that OOE and speculation (at 3 GHz) bring in, I would imagine it's more complex to shoehorn in such a large unit.
Thoburn said:Okay not THAT wide and not Nehalem, but... http://softwareprojects.intel.com/avx/
Yeah, but what's the bandwidth like?Full conditional scatter/gather FTW!
Well, I guess it'd be more accurate to say they are claiming 25 1GHz cores to keep performance at a minimum of 60fps.
edit - also, can I post the chart?