If Larrabee is viewed as a versatile GPU rather thana CPGPU hybrid, a Cell+Larrabee PS4 would allow developers to port existing code and practices, provide BC, and still use Larrabee as GPU. If you lose Cell completely, developers are starting completely from scratch yet again!
Hogwash!
Almost all software on the PS3 is multiplatform. Only PS3 exclusive developers are losing anything. As for GOOD design practices, memory management, etc that information won't be loss.
What people are argueing for is a fascination with Cell and all its problems and asking Sony to
stupidly create a console with 3 distinct CPUs
How about that for blunt?
So answer this question: Why a CELL+Larrabee and not Larrabee+Larrabee?
You could use the Larrabee cores however you want--not just graphics. Why tell developers, "You have 2 CPU types and 1 GPU type, you must use them in that way" instead of "Here is a general pool of Processors--go at it!"
upnorthsox means the SPEs are there for CPU workloads, not graphics rendering. Leave that to whatever GPU is used, nVidia, AMD or Larrabee.
And my point is if you go with CELL and Larrabee, CELL (SPEs) becomes unecessary--even a negative.
3 CPU types is far too much specialization and complexity.
The CPU aspect is well known and understood at this point. Writing Larrabee code is a complete unknown. At best you just chuck shader code at it like any other GPU.
If the SPEs are well known and understood then Cell is a failure (look at all the CPU limited software on the PS3). You would argue as from a different thread: No it isn't! The issue is lead platforms and utilization
Just because something is well known doesn't make it well utilized.
That is where unification goes: Better utilization through simplicity. As for Larrabee being "Unknown" it uses x86 cores similar to the old in-order Pentiums. The vector extensions are new, and having TMUs next to more traditional CPU cores is new, but the reality is it a whole lot of x86 cores that can also run GPU shader code. Nothing hard or new about that--but extracting peak performance will be hard.
Same matra as Cell. The difference is on the PS3 you have a 1xPPE, 7xSPEs, and 1xRSX with 24 Shader "Cores" and 8 Vertex "cores". I don't think developers want that level of complexity with multi-million lines of code and 2 year development windows.
Because the Larrabee's are busy rendering graphics.
If you only have Larrabees they won't all be rendering graphics.
Anyhow, the question was addressing, imo, the stupid idea of Sony using CELL and Larrabee.
I still haven't see a good arguement to use CELL for a CPU and Larrabee as a GPU when you could JUST use 2xLarrabees.
But IMO a Larrabee only system at this point is going to be as bottlenecked by code as PS3 was. Not quite so bad, because Cell has started everything thinking many-core and parallelising tasks, but still.
I don't disagree you won't have performance bottlenecks. And I don't think Larrabee cores per mm^2 would be faster than SPEs when both have optimized code.
But this isn't a science project. There is a lot to be said to have 1-resource type where code runs everywhere and optimize what needs to be optimized--keep it simple stupid. The bottleneck this generation is all those "lazy developers" -- giving them these really complex heterogenous CPUs and complex GPUs isn't smart.
As it is GPUs have eaten a lot into SPE work. Practically Xenos, on the same budget as RSX, does the same work as RSX+some SPE resources.
Why have 3 different CPU types that share the same workload capabilities? That is a LOT of specialization.
As for changing LS to cache--you lose a ton of performance. Why not then change the SPEs to PPCs as well? At least then you can share the code between the PPE and SPEs
Oh wait, that is essentially a standard CPU (PPC+Cache) with a Vector Unit. Sounds a lot like... Larrabee!