RPG - lrb is about programmability. In theory, a pure accumulator architecture can run the same shaders as GT200 or LRB. In practice...
I see no reason to remove x86 compatibility from LRB, although it'd be a good idea to shrink the overhead as much as possible.
Also, LRB has some pretty big handicaps compared to NV's GPU efforts:
1. First discrete GPU by Intel (in a long time)
2. First time the design team has worked together
3. First time the driver team has worked together
etc. etc.
Intel is coming at this from a big disadvantage and hopefully they can get close to NV.
DK
I see no reason to remove x86 compatibility from LRB, although it'd be a good idea to shrink the overhead as much as possible.
Also, LRB has some pretty big handicaps compared to NV's GPU efforts:
1. First discrete GPU by Intel (in a long time)
2. First time the design team has worked together
3. First time the driver team has worked together
etc. etc.
Intel is coming at this from a big disadvantage and hopefully they can get close to NV.
DK