Eagle is still targeted at a pretty power-constrained environment.
Even a balls-to-the-wall OoOE implementation would be hard-pressed to hide translation overhead, and I'm pointing at FX!32 on Alpha as the ceiling at 50-75% of native (theoretically), and that is with the ability to store the translated binaries.
OoOE also cannot fix some of the stressors emulation or translation involve.
ALU load is higher, as any in-built operations must now explicitely go through the ALUs.
OoOE does not increase ALU density, usually it is the opposite.
Transmeta went VLIW, possibly in part because they knew that there would be enough redundant and statically detectable work involved in the emulation process.
OoOE does help hide short-latency events, such as hiccups in the L1 and possibly L2 data caches.
It does not help with hiccups in the instruction delivery pipeline, and OO chips typically are limited by instruction throughput (which emulation or translation worsen through bloat and cleanup, and can spill to memory in bad ways too long-latency to hide anyway).
The likely x86 competitor is probably going to have similar clocks, so there isn't a fallback to brute force clocking for inevitably longer straight lines of code.
Maybe it is possible to shoot for good enough and hope the GPU handles the graphical glitz well enough.
Even a balls-to-the-wall OoOE implementation would be hard-pressed to hide translation overhead, and I'm pointing at FX!32 on Alpha as the ceiling at 50-75% of native (theoretically), and that is with the ability to store the translated binaries.
OoOE also cannot fix some of the stressors emulation or translation involve.
ALU load is higher, as any in-built operations must now explicitely go through the ALUs.
OoOE does not increase ALU density, usually it is the opposite.
Transmeta went VLIW, possibly in part because they knew that there would be enough redundant and statically detectable work involved in the emulation process.
OoOE does help hide short-latency events, such as hiccups in the L1 and possibly L2 data caches.
It does not help with hiccups in the instruction delivery pipeline, and OO chips typically are limited by instruction throughput (which emulation or translation worsen through bloat and cleanup, and can spill to memory in bad ways too long-latency to hide anyway).
The likely x86 competitor is probably going to have similar clocks, so there isn't a fallback to brute force clocking for inevitably longer straight lines of code.
Maybe it is possible to shoot for good enough and hope the GPU handles the graphical glitz well enough.