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Intel's Dual-core strategy, 75% by end 2006

DigitumDei writes "Intel is moving ahead rapidly with their dual core chips, anticipating 75% of their chip sales to be dual core chips by the end of 2006. With AMD also starting to push their dual core solutions, how long until applications make full use of this. Some applications already make good use of multiple cpu's and of course multiple applications running at the same time instantly benifit. Yet the most cpu intensive applications for the average home machine, games, still mostly do not take advantage of this. When game manufacturers start to release games designed to take advantage of this, are we going to see a huge increase in game complexity/detail or is this benifit going to be less than Intel and AMD would have you believe?"

306 comments

  1. Solitaire??? by zzmejce · · Score: 5, Funny

    I hope sol.exe will become dual-core aware soon.

    1. Re:Solitaire??? by Leroy_Brown242 · · Score: 1

      Yeah, I have to admit that there is a super geeky little kid somewhere inside me that thinks a multithreaded version of solitare, or freecell, or heart, would be REALLY cool.

    2. Re:Solitaire??? by N+Monkey · · Score: 1

      Yeah, I have to admit that there is a super geeky little kid somewhere inside me that thinks a multithreaded version of solitare, or freecell, or heart, would be REALLY cool.

      FWIW I wrote a version of Tetris that was multi-threaded, but it was in Occam which makes that sort of thing trivial. (Of course, the fact that Occam doesn't have any data structures other than the array makes it a PITA to do anything more complex :( )

    3. Re:Solitaire??? by Rahga · · Score: 1

      It'd be nice of Solitaire in Windows XP even just supported double buffering. The flickering when you resize the window is hideous.

      Of course, I'm biased towards aisleriot, so it doesn't matter much to me.

    4. Re:Solitaire??? by Anonymous Coward · · Score: 0

      Are you kidding me?

      I remember playing Solitare back in Windows 95 and 98 days and it taking a while to enjoy your victory celebration. With these faster processors, all the cards that fly by after winning do it so fast I cant even keep up with it.

    5. Re:Solitaire??? by frankenbox · · Score: 1

      The only thing good in windows 3.1... (:

  2. Dual Core Gaming by carninja · · Score: 2, Interesting

    One has to wonder if this is going to provide Intel with a competitive edge against Sony's Cell processor in the gaming front...

    1. Re:Dual Core Gaming by mcc · · Score: 1

      Since no plans have yet been announced to use the Cell in PCs-- so far it seems only PS3 game systems and very high-end IBM POWER business workstations will be taking advantage of it-- that wouldn't seem to make a whole lot of sense.

    2. Re:Dual Core Gaming by carninja · · Score: 0

      I was thinking on the other end of the spectrum - instead of putting the cell in PC's, putting the Intel chips in other consoles (IE, xbox2, etc)

    3. Re:Dual Core Gaming by mcc · · Score: 3, Informative

      The XBox2 and Gamecube are both already known to be using POWER/PowerPC derivatives. Besides which, chip contracts for new consoles are the sort of thing that get worked out an amount of time in advance measured in years, and they're usually not bought from quite the same stock that PC OEMs are buying from. Intel's plans for their mass market "by late 2006" lineup really couldn't have any impact on the console world at all at this moment.

    4. Re:Dual Core Gaming by Foktip · · Score: 1, Insightful

      Yeah right... the consoles will mostly stop piracy (or at least be way less than on PC's), they'll be many many times faster, they connect to the internet, etc. - in short, they're the new "Top End" of gaming.

      If they can make the design toolkit (whatever its called) good enough that programming for the cell isnt horribly difficult, consoles will win the high performance gaming market.

      Half-life 3 for PC - if its made - will run into massive bottlenecking: hard drive read speeds, processor speeds, archetecture limitations, etc. But the consoles dont have to worry about compatability with Window$ (they make their own OS-skeleton), so they can optimize everything like mad.

      The only reason the PC won the top end gaming market so far, is they kept getting faster all the time, while the consoles had to keep a many-year cyclic release cycle; and became out dated. Now that the PC has hit several HEAVY bottlenecks, they dont stand a chance. Even with the 4-year release cycling of consoles, the PC will not catch up. Not in 4 years, not in 8 years, mayby not AT ALL. At leas not until some new-generation hardware compatable operating system shows up.

      THe PC gaming market could be in trouble. It could even sink into "second rate", as all the FPS's migrate to consoles. On the bright side, Apple computers and Linux will look increasingly feasible.

  3. dual cores by lkcl · · Score: 3, Insightful

    less heat generated. more bang per watt.

    1. Re:dual cores by gl4ss · · Score: 2, Informative

      not automatically.

      all else equal.. two cores, two times the power, two times the heat..

      --
      world was created 5 seconds before this post as it is.
    2. Re:dual cores by sbryant · · Score: 4, Informative

      all else equal.. two cores, two times the power, two times the heat..

      You haven't been paying attention! Go back and read this article again (about AMD's demo of their dual core processor). While you're at it, read the related /. article.

      The dual core processors use nowhere near double the power and produce nowhere near double the heat.

      -- Steve

    3. Re:dual cores by theVP · · Score: 1

      but when you say "bang", what are you referring to?? I just really don't see the point unless a game attempts to use more than one process to function. Without knowing much about video game builds, would it be possible to run your graphics engine as one process, and your physics and game engine as another process? I think that if this was possible, then you would probably see a huge leap in performance. Otherwise, I don't see much need for this technology other than multitasking like a madman.

      --
      "No one is more miserable than the person who wills everything and can do nothing." -Emperor Claudius 10 BC - AD 54
    4. Re:dual cores by PureCreditor · · Score: 2, Insightful

      if the 2 cores can share L1 and L2, then it's less than "twice the power"...and given the close distances between the 2, it's not hard to create a high-speed connect that will equate Shared L1 to Local L1 speeds.

    5. Re:dual cores by Anonymous Coward · · Score: 0

      At the very least you could run physics and engine on one, sound on the other. That would also open up the path for more time to be spent on high-quality audio.

    6. Re:dual cores by dnoyeb · · Score: 1

      No cache sharing. Since the RAM is shared its that much more important for the CPU to have its own cache. this is why CPUs designed for multi-processing environment always have MORE cache than their single environment targeted counterparts.

      Standard dual cores is not something to be excited about, its something to look down on. It means they have run out of CPU innovations and have fallen back on brute force.

    7. Re:dual cores by gl4ss · · Score: 1

      ..all else being equal being the key words..

      though, did you read the stuff you were pointing to? the other one claims that a similar single core cpu usually would 150w and a dual core magically would use just 110w.

      think about it. if you just put two similar cores under the same heatspreader, then yes, you would need double the power to run it. what comes in though is advances in reducing the power needed for it, which makes the 150w vs 110w comparision TOTALLY bogus because obviously as they're not the comparable in that way. the article makes also a bunch of other highly dubious claims as dualcore 2ghzer being equal to 3.5ghz single core(obviously what's meant here is 2ghz amd's dualcore being equal to 3.5ghz single core pentium from intel, but even such comparision wouldn't be totally true, and if they're seriously comparing the same cpu in dual and single form they wouldn't need to pull numbers from their asses, they could buy a dual cpu athlon system and run their tests on it.).

      --
      world was created 5 seconds before this post as it is.
    8. Re:dual cores by Anonymous Coward · · Score: 0

      You haven't been paying attention! Go back and read this article again...The dual core processors use nowhere near double the power and produce nowhere near double the heat.

      A single-core 90 nm 2000 MHz Athlon 64 uses 67 W (see ADA3200DIK4BI, although the 1800 MHz and 2200 MHz parts have the same ratings).

      According to the article you linked the dual-core 90 nm 2400 MHz will use 110 W, "a figure closer to that of a standalone 2.0-GHz CPU" - but it's actually rated at 1.64 times that power. It's less than double, and is reasonable when compared to a P4, but not nearly as amazing as the article claims.

    9. Re:dual cores by mako1138 · · Score: 1

      While you're right, there's some subleties to point out. AMD has to clock a dualcore down from flagship speeds to fit the existing power envelope. They've waited for the 90nm die shrink to introduce dual cores, taking advantage of the power/size scaling. Also there've been power optimizations made on the low level. Without these tweaks, yeah, dual core = dual heat.

      Informationweek is really a terrible resource when it comes to technical info. There's better and more timely info out there, like at the Inq.

  4. Games do take advantage of having a second cpu by nounderscores · · Score: 4, Funny

    It's just that it's called a GPU, sits on a special card, on a special slot and is sold to you regularly about once every six months for an ungodly amount of money.

    It would be interesting if games were rewritten to run with the game logic on one core, the graphics on another core and the networking code on a third core of a multicore chip...

    Hey. You could even have a mega-multicore chip and do first person shooters with realtime raytracing... each core is responsible for raytracing a small area of the screen. I'm sure that there's a company working on this. I saw a demo video in a computer graphics lecture. I'll have to check my notes.

    1. Re:Games do take advantage of having a second cpu by notamac · · Score: 1

      Maybe split AI and Physics into seperate threads... networking really doesn't need it yet though :)

    2. Re:Games do take advantage of having a second cpu by harrkev · · Score: 1
      Hey. You could even have a mega-multicore chip and do first person shooters with realtime raytracing... each core is responsible for raytracing a small area of the screen. I'm sure that there's a company working on this. I saw a demo video in a computer graphics lecture. I'll have to check my notes.
      You will see this when the processing power of a current A64 or P4 goes for around $2! There is a reason that current GPUs look the way that they do -- it is a LOT more efficient than ray-tracing.

      What you speak of is certainly a neat concept, but it will not happen in my home for a LOOOOONG time, because a "mega-multicore" chip would be insanely expensive.

      Ask again in 10 years.
      --
      "-1 Troll" is the apparently the same as "-1 I disagree with you."
    3. Re:Games do take advantage of having a second cpu by svanstrom · · Score: 2, Interesting

      It isn't really the game itself that needs to be written to take advantage of a second CPU (or whatever), it's the code that's always being reused (either something inhouse, or the engine that they're using).

      People are lazy, and when things will work today as it is, most companies will rather focus on releasing the game asap than spending alot of time recoding what they've already got...

      It comes down to how much money they can make in as little time as possible.

      But, of course, once a company starts pushing their better performance/more features/more "beautiful" games, then everyone else has to catch up instantly; or else their profit goes down.

      It's a "all of us or none of us"-kind of a game, with really really high stakes.

      --
      perl -e'print$_{$_} for sort%_=`lynx -dump svanstrom.com/t`'
    4. Re:Games do take advantage of having a second cpu by Peldor · · Score: 1

      A general purpose CPU has no chance against a dedicated GPU in graphics processing. Using a second core isn't going to be 'interesting' except as an exercise in futility.

    5. Re:Games do take advantage of having a second cpu by TheRaven64 · · Score: 2, Interesting

      The problem is that x86 is a horrible architecture for multithreading. On a standard x86 chip, a context switch is about 100 times more expensive than a function call (on an architecture like PowerPC or SPARC function calls and context switches have similar overheads). Designing a multithreaded game is relatively easy, but would give a huge performance penalty on uni-processor machines.

      --
      I am TheRaven on Soylent News
    6. Re:Games do take advantage of having a second cpu by TomorrowPlusX · · Score: 2, Interesting

      Actually, for what it's worth I'm writing a game in my free time which already splits rendering and (physics/game logic) into two threads. The idea being that the physics runs while the rendering thread is blocking on an opengl vsync. While the behavior is synchronous, it runs beautifully on both single and dual processor machines.

      In principle this should have detrimental effects on single processor machines but my relatively meager 1.3 ghz powerbook plays beautifully at 30 fps and 60 physics frames per second.

      Anyway, this isn't *really* what's being discussed since the behavior is in fact synchronous, but I'm just saying it ain't hard. I'm surprised more games aren't multithreaded. It's not as if MT is hard. You just have to be careful.

      --

      lorem ipsum, dolor sit amet
    7. Re:Games do take advantage of having a second cpu by xtracto · · Score: 1

      Mod me offtopic if you like but parent gave me a cool idea.

      I am in the AI/game research field, and well, every new AI book I read tells that the new groundbreaking technology for games is AI, because now graphics are really advanced etc etc etc.

      Now, I am wondering, maybe in a few years there will be some sort of "AI" card. I am thinking in a PCI card which will provide games with some sort of capability to execute AI routines (of course outside the PC).

      Now, being paranoic, I should not have posted this here, if I wanted to make som 1,2,3... proffit with this.

      What a game using this card will need is to separate the "normal" AI and the "Improved" AI, and of course this special Card should need an appropiate API (maybe the guys at OpenAI would get things going again...).

      Is there anything like this now?? at least for testing?.

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    8. Re:Games do take advantage of having a second cpu by diegocgteleline.es · · Score: 1

      I don't know how valuable would be that. For networking, I think that it's much better to do everything in one CPU, much better than using two CPUs. With 2 CPUs, if you're doing different tasks in the same data, cache coherency mechanism will update CPU caches as needed, and you might be _losing_ performance

      (I don't know if it's exactly like that, it's one of the reasons why SMP is bad if you want to route traffic, unless you"attach" the IRQ the network card is using to a single CPU)

    9. Re:Games do take advantage of having a second cpu by LiquidCoooled · · Score: 1

      Nahhhhh.
      People pay hundreds of dollars for additional graphics processing units for their machines at present.

      If there are real world advantages to installing additional cpu's then people would do it almost regardless of cost.
      However at present for home users nothing screams out at me. Upgrades come from a perceived need, whether that comes from half-life 2, or Winblows foghorn is irrelevant. It just isn't here yet.

      --
      liqbase :: faster than paper
    10. Re:Games do take advantage of having a second cpu by Rhys · · Score: 3, Interesting

      Beyond the GPU, any intensive computation application gets benefits from the second CPU.

      Our local (to UIUC) parallel software master, working on the turing xserve cluster is pulling about 95% (I think, don't quote me) of theoretical peak performance in linpack running on 1 cpu on 1 xserve. Bring that up to both cpus in one and he said it dropped to around 50%.

      Why? The OS has to run somewhere. When it's running, that processor is stuck with it. The other processor is stuck waiting for the OS, and then things can pick up again.

      Now, we haven't yet finished tuning the systems to make the OS do as little as possible. (they're still running GUIs, so we can remote desktop into them amoung other things.) But still that's quite a performance hit!

      He said two machines running 1 CPU each over myrinet were still in the 90%ish of theoretical peak.

      So can we quite rehashing this stupid topic every time dual core CPUs comes up? Yes it'll help. No it won't double your game performance (unless it's written for a dual-core cpu), and probably it won't even double it then, because there's still teamspeak/windows/aim/virus scan/etc running that need cpu time.

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    11. Re:Games do take advantage of having a second cpu by Deliveranc3 · · Score: 1

      Carmack, openGl.

      Carmack will do it, if a directX game doesn't hit first MS might be in trouble.

      Here's hoping.

    12. Re:Games do take advantage of having a second cpu by nounderscores · · Score: 2, Funny

      I can see it now. Sony Playstaion X being bought by enemy nations to harvest their AI cards and install them in a new autonomous guidance module for SWORDs.

      At present, the SWORD robot is operated with a thirty-pound control unit with two joysticks, buttons and a video screen. I wonder how much the current control module looks like a playstation portable?

    13. Re:Games do take advantage of having a second cpu by xtracto · · Score: 1

      Great page that, but, I think they have already been good results in Autonomous Combat - Computer Generated Corces
      research which yielded quite good results in '97.

      Now, about the Asimov's 1st rule... darn Americans.. . they will drive us to oblivion...

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    14. Re:Games do take advantage of having a second cpu by amorsen · · Score: 3, Interesting
      (on an architecture like PowerPC or SPARC function calls and context switches have similar overheads).

      I have no idea where you got that from. x86 is a relatively fast architecture when it comes to context switches. SPARC has the huge register file to save and reload.

      I can't find recent results though. If anyone has recent comparative lmbench numbers I'd like to see them.

      --
      Finally! A year of moderation! Ready for 2019?
    15. Re:Games do take advantage of having a second cpu by wilsone8 · · Score: 2, Insightful

      Multithreading IS hard if you are sharing any state between the threads. And the difficulty in debugging multithreaded issue in a large/complex application (i.e., any commercial game these days) goes up by at least an order of magnitude with the introduction of true multi-threading via 2 cores. On a single processor machine, you can get away with more because you don't have true concurrency. And in your particular case, you actually have no concurrency so it is even easier. But if you want to be truely scalable and try to squeeze as much out of that second processor as possible, you have to deal with all sorts of problems like deadlock, write barriers, critical sections, etc. These are HARD issues, not least because many of the bugs these issues can introduce are both hard to wrap your head around and because the issues will only expose themselves when you get an unlucky context switch at just the right moment in execution.

      --
      The real problem is not whether machines think but whether men do. - B.F. Skinner
    16. Re:Games do take advantage of having a second cpu by nounderscores · · Score: 1

      And the clock may be ticking. Perhaps an even larger imperative, according to Richards, is that the United States is not the only nation that recognizes the future of integrated battlefield robotics.

      "We believe that other countries or groups will pursue robotics," Richards said. "We can be at the vanguard, or we can lag behind and some day have to oppose a lethal robotic force. Better to be in the lead."

    17. Re:Games do take advantage of having a second cpu by MrNemesis · · Score: 1
      It would be interesting if games were rewritten to run with the game logic on one core, the graphics on another core and the networking code on a third core of a multicore chip...

      Isn't that what IBM/Sony are propsing with the Cell architecture? Lots of seperate cores running dedicated chunks of code?

      --
      Moderation Total: -1 Troll, +3 Goat
    18. Re:Games do take advantage of having a second cpu by Anonymous Coward · · Score: 0

      This is the problem with register window designs (IA64 has the same issue); great for fast function calls, but results in slow context switches. Perhaps we need processors with 2D register matricies; one dimension for the call stack and one dimension for multithreading.

    19. Re:Games do take advantage of having a second cpu by KeyserDK · · Score: 1

      SPARC has more than one register.

      --
      still reading?
    20. Re:Games do take advantage of having a second cpu by bucky0 · · Score: 1

      I think by 'register file' he meant, 'place where the state of the CPU's registers are saved' as opposed to 'a register'

      --

      -Bucky
    21. Re:Games do take advantage of having a second cpu by magarity · · Score: 4, Insightful

      networking code on a third core

      The CPU waiting on networking, even 1Gbits/sec, is like waiting for a raise without asking. It's so little overhead to a modern CPU that using an entire core to do it is an exercise is silliness. If you are worried about any overhead associated with network encryption, etc, you can just spend $45 on an upgraded NIC with that capability built in to its own logic. The CPU never need be bothered.

    22. Re:Games do take advantage of having a second cpu by callipygian-showsyst · · Score: 4, Funny
      I have no idea where you got that from.


      Probably from a recent Mac users meeting! I've gone to those things, and you see these people who do nothing but run Photoshop all day long skip around and say "Intel is bad because its thegmented!" and other nonsense.

    23. Re:Games do take advantage of having a second cpu by Anonymous Coward · · Score: 1, Insightful

      SPARC has more than one register.

      Please refrain from commenting on things that you do not understand.

      I do not know anything about 17th Century Prussian architecture. Therefore I would not try and argue with somebody that did.

      You know nothing about processor internals. If you had not posted, this would not be so abundantly clear.

      PS. To the people that modded him up - please refrain from breathing from now on. Thanks.

    24. Re:Games do take advantage of having a second cpu by Anonymous Coward · · Score: 2, Informative

      The problem is not the architecture but the OS. The perfomance impact on context switches is mostly in changing the memory space (TBL, cache flush). Just two people developed an OS that runs all programs in the same space, so the processor keeps running at full speed. It can do this because it's written in a safe language (Java, but could be C# or other) so nothing can write to arbitrary addresses.

      Despite being written in Java by just two people instead of the thousands that wrote the Linux kernel and optimizing C compiler, it is 50% the speed doing actual work. For comparison, commercial JVMs generate code that ranges from 2x-5x faster than gcj (gcc's java compiler) so this OS could easily be much faster than Linux. The only hold-up is drivers and support for archaic C/UNIX style programs (they should put it into the linux kernel as a module and gradually replace linux code with sane OO code).

    25. Re:Games do take advantage of having a second cpu by Anonymous Coward · · Score: 0

      Sane OO code? OO and sane don't belong in the same sentence. Put down the crack pipe.

    26. Re:Games do take advantage of having a second cpu by Anonymous Coward · · Score: 1, Funny

      SPARC has more than two register.

    27. Re:Games do take advantage of having a second cpu by fitten · · Score: 1

      Isn't that what IBM/Sony are propsing with the Cell architecture? Lots of seperate cores running dedicated chunks of code?

      Yes, but Cell is even more complicated because it has asymmetric processing elements. Dual cores (as w.r.t. Intel and AMD) are symmetric. Either core can do anything any other core can do, and most likely will, during runtime. Either CPU can handle that interrupt, for example. Having asymmetric cores (on the order of Cell) is complicated in itself, and what is even more hard is that the "other" CPUs (the vector ones) are actually more like (well... they *are*) embedded processors each with very limited resources. Writing asymmetric code is tricky enough. Writing embedded code for resource limited systems is tricky enough. Combine the two, and you've got tricky^^2 enough.

    28. Re:Games do take advantage of having a second cpu by TomorrowPlusX · · Score: 1

      I agreee 100% -- I recognize that in my particular circumstances it's easy, but I have done hard concurrent programming and it's not like my dod died or my hair caught on fire.

      The issue, as I see it, is that *testing* a game is hard in ways that other application programming often isn't.

      Right now I'm trying to solve an issue with the physics engine ( the Open Dynamic Engine ) in which it goes haywire in certain collision circumstances -- a positive feedback correction harmonic, for lack of a better way to describe it. The tough thing is, to recreate the bug you've got to drive the vehicle in just the right way each time.

      --

      lorem ipsum, dolor sit amet
    29. Re:Games do take advantage of having a second cpu by Anonymous Coward · · Score: 0

      Nice troll, but C is a dinosaur even for OS programming... get over it. At least Mach and IOKit use C++ and so the code is MUCH saner than C-based kernels. But they are still lame in terms of performance because C++ isn't a safe language.

    30. Re:Games do take advantage of having a second cpu by timeOday · · Score: 1
      Actually, for what it's worth I'm writing a game in my free time which already splits rendering and (physics/game logic) into two threads.
      I don't think that's the right way to do it. If you do coarse-grained multithreading like that, giving each thread a different job to do, you'll surely be wasting a lot of cpu because either the physics or the graphics will be much more time consuming than the other. Currently most games only budget around 15% of the CPU for physics.

      In other words, the idea of dividing a program into semantically distinct "tasks" is totally separate from distributing workload across threads. Trying to accomplish both at the same time by multithreading will quickly fall apart of the number of cores per chip starts increasing exponentially.

      I really think the future is on fine-grained parallelism that isn't even apparent to most application programmers. Just as current GPUs have multiple graphics pipelines and OpenGL programmers don't have to worry about it. So for instance there will be a multithreaded collision detection library that you call. An mp3 encoder will use a separate thread for each frame of audio.

      Correctly multithreading up at the level of application logic is horribly difficult. People who think it's easy just don't know yet how many race conditions their code has, and haven't worried about what happens in exceptional conditions.

      People say not everything can be multithreaded. This is true, but IMHO most needs for high performance arise when you're doing operations on billions of similar objects. You can't sit down and write straight-line sequential code that will take a long time to execute on a modern CPU, they're too fast. To bog things down you need looping, which implies regularity and the potential for parallelism.

      Look at all the human brain can do with its horribly slow processing units, through parallelism.

    31. Re:Games do take advantage of having a second cpu by Eric604 · · Score: 1
      cpu stands for Central processing unit.

    32. Re:Games do take advantage of having a second cpu by Proc6 · · Score: 1
      Depends on the game design. Everquest 2 is arguably the best or second best looking game available today. However it was written in such a manner as to make the CPU a total bottleneck in the rendering process. You can blame SOE for writing a game that doesn't exploit the very graphics card but the fact of the matter is they chose to do a lot of rendering functions on CPU because "having a CPU" is universal to everyone playing the game.

      What I'm getting at is, while you're partially correct when you say a GPU is faster than a CPU, in the real world the CPU can and is also a limiting factor in many scenarios including games that are selling hundreds of thousands of copies. So a dual core, available at this very moment would likely almost double some peoples framerates in Everquest2 and other games. That is more than an excersize in futility.

      Not only that but, more cores and more threads mean a better game experience. Not "everything" a game is doing is rendering things on the GPU. Play any modern game and watch your CPU usage. I'm guessing your CPU isn't idle while you're playing. Whatever your CPU "is" doing, it will be able to do a lot more of with dual cores. Exploited correctly, that has the potential to result in a better game.

      --

      I'm Rick James with mod points biatch!

    33. Re:Games do take advantage of having a second cpu by HiThere · · Score: 1

      Yes, but could you run the "second thread" as a separate process? If not you'll only be able to use parallel processing to the extent that the language thread system supports it...and many of them share so many variables that they are essentially incapable of using a second processor.

      I'm not really sure how much hyperthreading lets you share...but I have a very strong suspicion that most language models of threading don't allow for it. And even if they did, I suspect that they would only support one architecture well...say, AMD *or* Intel.

      Also, how stable is the current design? Can one extrapolate reasonably from current 2 cpu chips to next year's chips? When they come out with the Quad-core chips, will the same approaches still work?

      To me things feel quite unstable right now. Separate processes seems like the most secure transition technique, despite the fact that this means that one needs to do the segmentation at a very high level (NOT GOOD!). But even the newer languages don't seem to make reasonable provision for the in-coming multi-processor systems. E.g., consider all the languages that have taken "for each" and defined it to mean sequential processing, rathen that just remaining non-commital about what order the loop will process things in. If it were non-commital, then the language would have an easy route into multi-processor use.

      --

      I think we've pushed this "anyone can grow up to be president" thing too far.
    34. Re:Games do take advantage of having a second cpu by Sumocide · · Score: 1

      You totally missed the point.

      CPU limited games may benefit from more cores, obviously. But having one CPU core do the rendering INSTEAD of the GPU would drop the framerate to 1/100th.

    35. Re:Games do take advantage of having a second cpu by Anarke_Incarnate · · Score: 1
      Don't do it, haven't these people seen screamers?

      http://www.imdb.com/title/tt0114367/

    36. Re:Games do take advantage of having a second cpu by Anonymous Coward · · Score: 0

      QUOTE: because "having a CPU" is universal to everyone playing the game.

      But how about "having 2 CPUs"?

    37. Re:Games do take advantage of having a second cpu by DeadScreenSky · · Score: 1

      With the Xbox2 using multi-core processors I don't think MS has anything to worry about. It will probably be released this year, and developer support is already extremely widespread. I imagine the various DirectX improvements MS makes for the Xbox2 will eventually filter into the same dev environment that PC games use.

      --
      There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
    38. Re:Games do take advantage of having a second cpu by Some_Llama · · Score: 1

      it's three. SPARC has three register.

  5. cue the spell-checker jokes by Anonymous Coward · · Score: 3, Funny

    or is this benifit going to be less

    how long will it be before dual core CPUs boost slashdot editor's ability to spell-check?

    1. Re:cue the spell-checker jokes by Anonymous Coward · · Score: 0
      how long will it be before dual core CPUs boost slashdot editor's ability to spell-check?
      When they can walk and chew gum at the same time?
  6. Quake 3? by Siva · · Score: 1

    Wasn't Quake 3 supposed to be able to take advantage of SMP?

    --

    Keyboard not found.
    Press F1 to continue.
    1. Re:Quake 3? by Anonymous Coward · · Score: 2, Informative


      It did. It was dropped in Doom 3, as it really wasn't that much of a win for the effort.

      Modern games are really limited by bandwidth or by GPU power. CPU power is only really used for game logic, which isn't terribly complex compared to the other parts of a game.

    2. Re:Quake 3? by Leroy_Brown242 · · Score: 1

      One has to wonder then, why hasn't anyone introduced a video card that uses SMP?

      It makes sence to me.

      If they can't release a GPU that's fast enough, use more GPUs.

    3. Re:Quake 3? by LurkerXXX · · Score: 1

      You mean like this Gigabyte 3D1 (Dual GPU 6600GT) card?

    4. Re:Quake 3? by meat.curtains · · Score: 1
      It was dropped in Doom 3, as it really wasn't that much of a win for the effort.

      While it didn't really increase the maximum framerate, it did increase the minimum framerate during the busiest moments. And those are the times when you actually benefit from a better framerate IME.
    5. Re:Quake 3? by ooze · · Score: 1

      CPU power is only really used for game logic, which isn't terribly complex compared to the other parts of a game.
      Game logic (I'm talking about actual KI and physics and economical systems and RPG-Code, not "aim -> shoot") is complex, compared to all graphics operations. It's just that high end graphics needs so much more brute force to get through all this data. The hard part is getting the most out of your hardware. The actual complexity is laughable in most cases.

      --
      Just because I can imagine doing a hippopotamus, doesn't mean I'd like to do it.
    6. Re:Quake 3? by vasqzr · · Score: 1

      Ever hear of 3DFX's SLI?

    7. Re:Quake 3? by Creepy · · Score: 1

      they have, but only high end.

      GPUs don't really need it as much, though, unless you want to split the rendering task like SLI does(say, so you can run 1600x1200x32 at 85fps). GPUs get more bang for the buck by reducing the number of rendering passes required and doing things in hardware that are slow or impossible in a software solution (e.g. pixel and vertex shaders, pixel buffers, etc). I'm a huge fan of pbuffers (rendering textures dynamically) but until OGL 2.1 (and whatever direct X 10 is being renamed to) I don't think their full power will be realized.

    8. Re:Quake 3? by Anonymous Coward · · Score: 0

      Game logic (I'm talking about actual KI and physics and economical systems and RPG-Code, not "aim -> shoot") is complex, compared to all graphics operations.

      Absolute bullshit. For starters there is only so much that can be presented to the user in one frame. For a CPU capable of crunching millions of numbers in 1/60th of a second (one frame), most of the tasks you mention above are a complete cakewalk.

      And I'd argue that "aim -> shoot" is more complex than many economic simulations (it can be a 3D vector math ray collision problem). And that scene graph processing (simply deciding what you need to draw) can be a very difficult graphics problem if you wish to solve it correctly. (Not to mention that IK is often linked to rigid body animation, itself a graphics field).

      What I'm trying to say is that unless you're trying to simulate an entire universe - or don't know what you're doing - physics, economic systems and RPG code are all extraordinarily simple problems to solve at 60Hz - especially compared to high-end graphics.

    9. Re:Quake 3? by ooze · · Score: 1

      You again seem to confuse complexity with efford.

      90% percent of graphics processing is high school vector graphics (and aim shoot as well, you have a poitn where it should go and a point where it will com from...the vector is defined, add some error to make it not too unfair and you have it). Economical (the stuff they use in real world models) mathematics is also just high school level. They just use awkward words to talk about it to seem smart. But simulating a society with a few hundred thousand individuals making independent decisions...that also has to appear realistic, and without prescripting everything they do. There you are right in the middle of a lot still not solved and complex questions.

      --
      Just because I can imagine doing a hippopotamus, doesn't mean I'd like to do it.
    10. Re:Quake 3? by Some_Llama · · Score: 1

      Unless you are talking about game _Servers_, thats all about cpu cycles with the more cpus/cycles the better (ram helps a bit too ;)) so with SMP and quake3 you can really see a benefit allowing you to run higher player limit games.

      Since most of today's games have dedicated server counterparts, I would like to see the SMP effort on server releases first, then if they get around to it, on the gamers side also ;)

  7. Well... by Kn0xy · · Score: 3, Insightful

    If their going to be that ambitious with their sales, I hope the are concidering pricing the the chips in a price range that anyone could afford and is willing the pay.

    1. Re:Well... by LiquidCoooled · · Score: 1

      If its cheap your after, I've got a tray of 386s out the back.
      Intel says they are state of the art, and they have won numerous awards for advancing technology.
      I'll let you have the lot for a dollar a piece.

      --
      liqbase :: faster than paper
    2. Re:Well... by Leroy_Brown242 · · Score: 1

      As always, I'm looking forward to dropping prices on last weeks' tech. Getting a nice single core CPU on the cheap, as they fall out of fasion.

    3. Re:Well... by mario_grgic · · Score: 1

      There is a difference between "their" and "they're". They, their, they're and there are all different words, would you believe. Just because they sound very similar, does not mean they are spelled the same.

      --
      As the island of our knowledge grows, so does the shore of our ignorance.
    4. Re:Well... by Jeff+DeMaagd · · Score: 2, Informative

      Just like many other advancements in CPU, yes, people will be able to afford them, if not right away, pretty quickly.

      I think the initial pricing for a dual core 2.8 GHz chip is about $250. 3.0 & 3.2GHz will be available at higher prices, I think an extra $100 per step.

    5. Re:Well... by ackthpt · · Score: 1
      "Intel is moving ahead rapidly with their dual core chips, anticipating 75% of their chip sales to be dual core chips by the end of 2006.
      If their going to be that ambitious with their sales, I hope the are concidering pricing the the chips in a price range that anyone could afford and is willing the pay.

      Competition is a good thing. With AMD to keep them on their toes you can bet pricing will be attractive.

      This whole top line of business marketing strategy is hilarious. With dual-core CPU's on the market every PHB and geek will want one, soccer moms and pr0n surfin' dads will percieve their not getting the full internet experience (You've got spam!) without a dual-core CPU. All Intel has to do is sell them. They can also easily make that 75% number true by slashing their product line. Big whoop.

      --

      A feeling of having made the same mistake before: Deja Foobar
    6. Re:Well... by Kn0xy · · Score: 1

      "There is a difference between "their" and "they're". They, their, they're and there are all different words, would you believe. Just because they sound very similar, does not mean they are spelled the same."

      I missed something. I could have understood this if an Economics Professor or even an Industry Analyst replied to my ponderings, but where in a thread attached to a subject of 'Intel's Dual-core strategy, 75% by end 2006' does a English Guru, or at least someone with Mad Spell Checking skills find the room to correct someone's English?

      Besides the fact I could be someone that does not speak English as a primary language, there is the fact that we are discussing Intel, a product of *theirs*, and *their* ambitions and what *they* might do to achieve these goals.

  8. Q's by cablepokerface · · Score: 1

    are we going to see a huge increase in game complexity/detail

    complexity? Isn't multi-core programming pretty much the same as multi-processor programming?

    detail? If this helps greatly for performance and it's relatively cheap (it's on affordable consumer chips) then why not a processor with 3 cores, or 5?

    1. Re:Q's by leonmergen · · Score: 1

      complexity? Isn't multi-core programming pretty much the same as multi-processor programming?

      ... which usually adds a real hell of complexity to a software project...

      --
      - Leon Mergen
      http://www.solatis.com
    2. Re:Q's by Anonymous Coward · · Score: 0

      5 is right out!

    3. Re:Q's by dhbiker · · Score: 0

      but surely with dual core becoming the norm we'll be seing a wave of next generation compilers that automatically optimize (as much as in possible) for dual core?

      Then you would have any normal application taking advantage of the dual core with no extra coding hit, but if you really wanted to take full advantage of the dual core then I guess you'd still have to dig in to the extra complexity.

    4. Re:Q's by gnuLNX · · Score: 0

      I highly doubt this. Sure you will be able to get some compiler optimization that take advantage, but by and large the advantage will come from well designed multi threaded programs. Since effective threading needs to be at a very high level ...far far away from the compile and link steps I doubt you will see any compilers even attempting it for several years to come.

      --
      what?
    5. Re:Q's by leonmergen · · Score: 1

      but surely with dual core becoming the norm we'll be seing a wave of next generation compilers that automatically optimize (as much as in possible) for dual core?

      How would a compiler optimize for dual core ? Usually these kind of optimizations means Really Smart thread-synchronization, such as lock-free synchronization (this is especially important in multi-processor architectures), avoiding thread context switching, etc...

      I can see a compiler optimize inline where inline should be, and consts where consts should be, but I really don't see it optimizing an applications design...

      --
      - Leon Mergen
      http://www.solatis.com
    6. Re:Q's by dhbiker · · Score: 1

      not being a compiler writer I honestly couldn't tell you how but I was thinking along the lines of things like it must be possible to recognise certain things in code happen in parallel and you work from there. Also things like functions that under normal circumstances wait for others to complete because they're running on one cpu could perhaps no longer wait for results and just carry on while the other function runs on the second core (a bit like pipelining isn't it?). Granted the performance increases wouldn't be immense but it'd be a start wouldn't it?

      On a side note, how does the whole dual core thing compare on *NIX (which favours processes) and Windows (which favours threads). surely (I'm guessing on this and could be very wrong, this isn't flaimbait!) nix programs as they currently stand would benefit from dual cores more easily than Windows programs?

  9. Memory latency is the limiting factor by rastan · · Score: 3, Informative

    AFAIK memory latency/bandwidth is currently the limiting factor in conmputation speed. Dual core processors will not change this, but make the gap even bigger.

    --
    Understanding is a three-edged sword. --Kosh
    1. Re:Memory latency is the limiting factor by campaign_bug · · Score: 1

      Word has it that Rambus' new technologies (Yellowstone and Redwood IIRC) will show vast improvements in this area, and hence are used in the Cell design.

    2. Re:Memory latency is the limiting factor by MindStalker · · Score: 3, Interesting

      Not nessesarly, as both cores share the same memory controller and registered memory, latency from core to core is essentially zero. I wonder if someone could write some really smart code that has one core doing all memory prefetching and the second core doing the actual computations. Could be interesting.

    3. Re:Memory latency is the limiting factor by MindStalker · · Score: 1

      Sorry, I was speaking of the AMD design of course, and Intels memory controller is off chip (and I believe not shared as well).

    4. Re:Memory latency is the limiting factor by Deliveranc3 · · Score: 2, Insightful

      Budy, some of us have AMD.

      Come on in the HyperTransport is fine. Care for a pinya-Onchipmemorycontroller?

    5. Re:Memory latency is the limiting factor by Anonymous Coward · · Score: 0

      yes and no.

      a SMP machine with only 2 1.5ghz processors will certianly FEEL faster than a single 3ghz processor.

      why? danny is burning a DVD copy of his brothers porn and can surf the net and play a game at the same time.

      the single processor 3ghz will dedicate as much processor to the task as possible.. therefore slowing the UI and OS down a bit.

      danny dont care, he want's to multitask.

    6. Re:Memory latency is the limiting factor by philipgar · · Score: 3, Informative

      The idea of using a second core to prefetch is not really a new idea, and actually (at least for Intel chips) is not really a smart idea.

      A more useful practice is the use of speculative prefetching on SMT (i.e. Hyper-Threading) cpus, where one thread runs the code, and the other thread speculates ahead issuing prefetch instructions. Of course to really support this well you need to have a compiler optimized for generating a speculative thread to run ahead of the primary thread.

      All this makes programming much more difficult. My approach to software prefetching (Im currently involved in research in using SMT and software prefetching in databases) follows a different model, and shows that using a software-pipelining approach works remarkably well to hiding main memory latency due to cache misses.

      Of course this is in a database world where things are ordered. .. . However this approach could also be applied to a game where instead of iterating over objects running every detail for the object you do work on object 1, prefetch object 1's next memory reference, do the second stage of object 2 etc etc. It needs special consideration to be done properly, but if its the core of your algorithm, it can have dramatic effects on performance (particularly if your objects do not fit entirely within L2 cache, and require different parts of them to be loaded each iteration).

      While a speculative thread can prefetch these objects the performance benefits of this thread yield roughly the same performance boost as simply using software-pipelining techniques, and leave the resources for a second thread to run simultaneously with the first. Although if a sufficient speculative prefetch thread compiler is created then that approach is much easier to use for everyday applications.

      Phil

    7. Re:Memory latency is the limiting factor by Lonewolf666 · · Score: 3, Informative

      Not as much as you imagine.
      Compare an Athlon64/Socket939 to an Athlon64/Socket754 with the same clock speed. The Socket939 version has twice the memory bandwidth, but on average only 10% better performance according to AMD's P-Rating.
      Now consider a dual core Athlon64/Socket939 with the same clock speed, where the two cores share the higher memory bandwidth. I would expect this chip to be as fast as two Athlon64/Socket754, or 80% faster than a single core Socket939 model.
      Actually, clock speed will be a greater limitation:
      AMD has announced that the dual core versions will run at 400-600MHz less to reduce the heat output.

      --
      C - the footgun of programming languages
    8. Re:Memory latency is the limiting factor by Renegrade · · Score: 1

      Actually, the impact of memory latency and bandwidth on actual performance varies greatly with the type of application you're running.

      Some of my software has been very efficient in terms of CPU cycles, but dealt with a vast amount of data and thus was tied to memory latency/bandwidth. Those projects would run at almost the same speed on a Pentium 166 MMX with SDRAM as on a P2-350. Some other projects were far more cycle-oriented but only used registers, and didn't care at all about memory performance. These projects showed a dramatic improvement on the P2.

      Imagine, as an example, a function that increments or inverts each byte in a large array, versus one that iterates a variable or two. The former will rely on memory bandwidth, whereas the latter will end up with most or all of it's variables in register (let alone cache) and thus rely on the CPU's overall internal performance.

    9. Re:Memory latency is the limiting factor by renoX · · Score: 1

      I disagree for the latency part: multi-core, SMT CPU can somehow hide the latency: it can schedule another thread during the wait for the information.

      Now of course, for this to work the implementation must allow the scheduling of another thread very fast and there must be threads schedulable with their workload present in the cache otherwise this just increase the pressure on memory.

    10. Re:Memory latency is the limiting factor by Renegrade · · Score: 1

      Um, isn't HyperTransport some sort of I/O bus, like PCI/AGP/PCI Express? You know, device-to-CPU/chip-to-chip type stuff? I don't think it's actually used for memory access, is it?

      In any case, it's still going to be limited by the fact that even top grade DDR is still many, many times slower than what the CPU can handle. (In applications that are tied to memory performance, anyways)

    11. Re:Memory latency is the limiting factor by ad0gg · · Score: 1

      For what type of applications? Gaming? I think not, if memory latency was a big concern for gaming, xeon chips with their large L2 cache would show great performance improvements but it doesn't. Databases? They do like extended L2 caches but you can get better performance by throwing it up on a RAID 0+1 Array pulling large amounts of data is very disk intensive. Office apps? Highly threaded, and see performances increases with hyperthreading or multiple procs. So what common application taxes the memory channel?

      --

      Have you ever been to a turkish prison?

    12. Re:Memory latency is the limiting factor by telem · · Score: 1

      You present bandwidth as a rebuttal to the first bit latency problem original poster, yet bandwidth and latency (though related) are different animals.
      For example, take your Socket939/754 example. Lets take a 2.0 GHz core (for simplicity) and SDRAM with a pretty good latency of 2 (HTT) cycles. This CPU is running 10x as fast as memory, stock. So (assuming HTT is idle), 1 HTT cycle to send request, 2 cycles to service the request in memory, 1 cycle to bring it back to the CPU. Ignoring the cost of traveling the on-die cache hierarchy, and recalling the CPU is running 10 times the HTT buss, that is at least a 40 instruction bubble waiting on core. Note that this delay is entirely independent of 754/939 bandwidth.
      Put two cores on a chip, and suddenly there is contention on the HTT buss (unless your friendly motherboard manufacturer happens to give you independent memory banks, you populate them, and your OS is NUMA aware). Granted, if you slow down the CPU clock there are less wasted CPU cycles, but again that has nothing to do with bandwidth--due to the CPU running at a multiple of the HTT buss (and memory), memory bandwidth remains independent.

      You can find a reasonably good primer on these subjects at http://arstechnica.com/paedia/b/bandwidth-latency/ bandwidth-latency-1.html

  10. Huge increase in game complexity? In short: No by Reverant · · Score: 5, Insightful
    When game manufacturers start to release games designed to take advantage of this, are we going to see a huge increase in game complexity/detail
    No, because most games depend more on the gpu rather than the CPU. The cpu is left to do tasks such as opponent AI, physics, etc, stuff that the dedicated hardware on the graphics card can't do.
    1. Re:Huge increase in game complexity? In short: No by tc · · Score: 2, Informative

      In my experience doing performance tuning, most games tend to be CPU (and/or memory-bandwidth) bound on their common configurations. Sure, you can always concoct cases where this isn't true (e.g. slow video card in super-fast PC, insane resolutions or pathological scenes), but it does tend to be broadly the case.

      This is partly because it's much easier to tune to a GPU budget. On the PC you can recommend different resolutions and/or anti-aliasing modes and instantly have a dramatic impact on fill-rate requirements without sustantially altering how your game plays. You can also add or remove polygons from models, and swap out shader effects until you get something that fits your budget on your target platform.

      Tuning for CPU is more difficult, because making a sweeping change is likely to have gameplay impact and is harder to do. Changing how often or how deeply the AI thinks, or the level of sophistication of your physics system, is going to have an impact on gameplay, and is certainly a lot more programmer work than just telling your artists to remove a couple of lights. Coming up with more efficient algorithms that deliver identical results requires a lot more hard thinking - and time for that is limited.

    2. Re:Huge increase in game complexity? In short: No by ivan256 · · Score: 2, Interesting

      The cpu is left to do tasks such as opponent AI

      Funny that you call that a "basic task."

      Game AI can easily use all the computing power you can throw at it. Look at how much CPU it takes to beat the best players at chess... And that has signifigantly less potential computational strategy involved than, say, a realistic tactical war sim...

      The problem is that most current games these days are tests of reflexes and memory. Few games employ adaptive strategy. Of the games that do, I can't think of any that use it in real-time. That's probably why you see AI as a simple task... In reality, game AI is simple because computers are too slow for it to be complex.

  11. relevant article by antonakis · · Score: 5, Informative

    I don't know if it has been referenced here before, a very interesting and enlightening article : http://www.gotw.ca/publications/concurrency-ddj.ht m

    1. Re:relevant article by prezninja · · Score: 3, Informative

      I don't think the parent did enough to sell this article to the masses reading through, although it is an excellent reference.

      The article linked to by the parent ("The Free Lunch Is Over: A Fundamental Turn Toward Concurrency in Software") should be read, and is of particular interest to developers.

      The article draws a very good picture of how the trend towards mutli-core systems will require developers to rethink the way they design their applications if they want to continue taking advantage of future increases in processing power.

      I was referred to this article yesterday, and it is so good and motivating that I imagine it will be the feature of or featured in future Slashdot articles.

      It will be appearing in Dr. Dobb's Journal later this month.

  12. So Intel's going to be a year late ?. by Gopal.V · · Score: 3, Interesting
    AMD demo'd their dual core x86 a year ago. Also from what I read, the Pentium extreme is NOT going to share the memory controller - which means unlike the AMD, we might need a new motherboard for the dual core ones (well, AMD promised that we wouldn't). So this is costlier, uglier and more power hungry.

    All in all I see that Intel is going down unless they do something quick. And remember Competition is good for the Customer.

  13. Pretty soon by PeteDotNu · · Score: 2, Insightful

    Once multi-core chips start getting into home computers, the game developers will have a good justification for writing thread-awesome programs.

    So I guess the answer to the question is, "pretty soon."

    --
    My other processor is big-endian.
  14. Gamers by WoodieR · · Score: 1

    gamers and gaming companies have been a massive driving force in the use of any such new technology ... I expect that gaming outfits are already salivating over the possibility of next years vpu's and dual core cpu's ... but remember there is a delay gap on the uptake of the new tech by the commoners ( for want of a better term ), so it will be a fine line for the companiers to invest time and resources into programming for a new boxen, if the vast majority are going to be on their vanilla boxen through 2007 ...

    --
    Question Authority before IT questions You ...
    1. Re:Gamers by Anonymous Coward · · Score: 0
      so it will be a fine line for the companiers to invest time and resources into programming for a new boxen
      For a new boxen? Goddamnit, it's bad enough as the fake plural of "box", but you're not even using it as a plural.

      Look, it's "box" and "boxes". No "boxen". Boxen is not a word. You know who called boxes "boxen"? The Nazis, that's who. You're not a Nazi are you? No? So stop using it.

  15. Meanwhile back in PPC land by Anonymous Coward · · Score: 5, Interesting

    I find this interesting, every machine Apple sells except at the definite low end is dual CPU SMP now, and it's been this way for awhile. Now Intel/AMD seem to be realizing "oh yeah, dual cpus, maybe that's something we should start targeting for the mass market instead of just the high end" (though AMD seems to be pretty comfy with the idea already). I wonder why Apple doesn't seem interested in dual cores though. Intel/AMD seem to be treating multicore tech as their way of getting SMP out of the power-user range, Apple doesn't seem to want to have anything to do with it even though POWER has had multicore ability for a really long time. What's up with this, is there something I'm missing?

    1. Re:Meanwhile back in PPC land by TheRaven64 · · Score: 1

      What makes you think Apple isn't interested in dual core? They haven't released any machines with dual core CPUs, because none are available. I don't know what IBM's plans are with dual core PPC970 derivatives, but FreeScale are expected to launch a dual-core G4-class CPU Real Soon Now(TM), and I wouldn't be at all surprised to find it appearing in the next PowerBook revision.

      --
      I am TheRaven on Soylent News
    2. Re:Meanwhile back in PPC land by Anonymous Coward · · Score: 1, Interesting

      They haven't released any machines with dual core CPUs, because none are available.

      None are available?

      IBM's had multicore POWERs forever, at least since like 2002, I think before. The G4 and G5 have both had the technical capacity to be made in a multiple core configuration. I think Apple isn't interested in dual core because getting dual core PPCs would have been as simple as just asking IBM "hey, could you start making us some dual core PPCs", but they haven't bit.

    3. Re:Meanwhile back in PPC land by chrishillman · · Score: 2, Insightful

      Apple has offered Dual-CPU systems for a long time, but they are more than just a company for teachers to buy computers from. They also sell systems to graphic artists, publishing houses and many other places that benefit from dual-CPU systems. It's just the Apple shotgun approach, they are aming at their market which includes many levels of users. It's not their intention that Grandma should have a dual CPU 64bit system (unless she is a Lightwave user looking to decrease render times). Multiple core CPUs have been AMDs dream for a long time now. This is just Intel not wanting to look stupid on the 64bit front any longer. They are making sloppy decisions to try to beat AMD to market so Dell can use such "innovations" in their ads.

    4. Re:Meanwhile back in PPC land by FidelCatsro · · Score: 1

      I dont mean to nitpick but apple only sells 3 Duel procesor machines to the consumer (not including Xservers) , as opposed to , 14 machines with single core, if you say only high end then you still have something like 6 or 7 single to 3 duel .
      However you are right , OS X really does love Multiple CPUs ,Apple developers have for a long time been able to justify coding for this .
      plus IIRC IBM is working on a duel core Power/pc chip right now , which i expect Apple will be more than happy to take advantage of.Which i assume will mean over the next couple of years Duel cores will slip down into the Imac etc .
      Thus a full line of computers with Duel core chips which also have the software to take advantage of it.
      Linux/BSD will also shine in this arena for X86 , just as they were the first areas to truely see wide spread use of AMD64

      --
      The only things certain in war are Propaganda and Death. You can never be sure which is which though
    5. Re:Meanwhile back in PPC land by Anonymous Coward · · Score: 0

      Meanwhile, back in x86 land we have had dual CPU since the day of 486 and the topic of the day was dual cores. Something That isn't available on PPC. STFU or stay on topic.

    6. Re:Meanwhile back in PPC land by Anonymous Coward · · Score: 0

      Economy of scale basically. When you produce a dual core chip, you have to produce another specialty processor which means it's going to cost more just because there isn't a high demand. By using 2 CPUs for SMP they keep everything the same and increase the demand for the same processor they're already using. Apple being more of a nitch player probably can't afford to spinter their market much.

    7. Re:Meanwhile back in PPC land by Anonymous Coward · · Score: 1, Interesting

      Unless you have an inside track on Apple's plans that no one else has, you cannot know what they are intending. Apple is notoriously tight-lipped. That said, Apple's dual chip implementations are meant for the high-end, too. Yes, Apple's dual CPU machines generally cost much less than the Dell equivalents, but they are still intended for the high-end user.

      That said, I am curious why everyone mentions Intel and AMD efforts for dual-core processors and never a word about the fact that IBM has had dual-core processors for quite a while now. Yes, they are server processors, but they, at least, have working units today. And they have announced intentions to bring that technology to the desktop. Hmmmmm...very strange. Well...maybe not, /. does tend to be a Microsoft/Linux site more than just a general high-end computing site.

    8. Re:Meanwhile back in PPC land by Anonymous Coward · · Score: 0

      POWER4 chips are too expensive for Apple. Both IBM and Moto have been talking about dual core PowerPCs. Apple will ship em when they are available.

      Besides, when 75% of PCs have dual cores, and PC workstations have 2x dualcores, Apple's will have to respond to be competitive.

    9. Re:Meanwhile back in PPC land by Anonymous Coward · · Score: 0

      When he said "low-end", he really meant "consumer" instead of "pro". It's odd thinking of a $2000 iMac as a lowend machine, but Apple certainly has segmented their lineup to encourage you to buy a pricy two-way desktop system for office use.

    10. Re:Meanwhile back in PPC land by FidelCatsro · · Score: 1

      I agree , however i wouldnt call the powerbook lowend

      --
      The only things certain in war are Propaganda and Death. You can never be sure which is which though
    11. Re:Meanwhile back in PPC land by Waffle+Iron · · Score: 1
      I find this interesting, every machine Apple sells except at the definite low end is dual CPU SMP now, and it's been this way for awhile.

      Probably most of the PCs that are priced as high as a non-low-end Apple have dual CPUs as well.

    12. Re:Meanwhile back in PPC land by Anonymous Coward · · Score: 0

      Not even close if you are buying a name brand like a Dell or Gateway. The low-end Apple's start at $495 MSRP.

    13. Re:Meanwhile back in PPC land by Waffle+Iron · · Score: 1
      The low-end Apple's start at $495 MSRP.

      That doesn't have dual CPUs. The lowest price dual-CPU Mac I see on Apples website is $1999. That's 4X more.

    14. Re:Meanwhile back in PPC land by Anonymous Coward · · Score: 0

      But, with all those duels, wouldn't a lot of people get hurt?

    15. Re:Meanwhile back in PPC land by Dan+Ost · · Score: 1

      Is this a troll or is someone trying to be funny?

      I can't tell.

      --

      *sigh* back to work...
    16. Re:Meanwhile back in PPC land by interiot · · Score: 1
      This has nothing to do with management decisions, intelligent or otherwise. A different poster posted this, but you probably missed it. Scroll down about a third of the way, and look at Figure 1. As soon as we hit ~3.5GHz (circa 2003), physics basically demanded that we stop looking to clock speeds for significant performance boosts, and the switch to multi-core chips was the obvious next step.

      Yes, Intel/AMD could have started doing multi-core sooner, but the entire point of the article is that designing software for multi-core hardware is hard, and requires a shift in the mindset of software designers to 1) realize noticable performance increases from it, and 2) properly find all race issues (some of which never show up on a single-core machine).

    17. Re:Meanwhile back in PPC land by chrishillman · · Score: 1

      We all know moore's law was not infinite (nor is it even a law). Dual cores are just another step along the way, same with cell processors and programable arrays.
      I think Intel was blind-sided by Opteron and it was all due to corporate huburis when their 64bit solution failed to take hold. After declaring that no one wanted 64bit CPUs, they found out otherwise and had to hastily copy AMD's technology and call it 64emt. The are currently playing catch-up to a company that used to exist simply to copy Intel -- that has got to hurt.
      The only way Intel can get back in front is to appear to leapfrog AMD, the only people they need to convince is the CIOs, technology reporters for ZD publishing and other Dell/Intel fanboys. The best way is to beat AMD to the dual-core punch.
      AMD is taking their time to do it right, Intel is not. Look at the memory controller issue. The architecture they are going with looks half-assed. If they screw it up bad enough it will make AMD's dual core CPUs less attractive and take the wind from their sails.
      I have a dual Pentium PRO I am still quite fond of, I don't think developers have to go too far to see the benefit of multiple CPU systems. The dual core systems are simply to increase performance and decrease hardware (motherboard and RAM) costs.

    18. Re:Meanwhile back in PPC land by Sebastopol · · Score: 1

      Dual CPUS on the _same die_. Intel and AMD have had point-to-point DP architectures since the mid 90s, long before Apple.

      --
      https://www.accountkiller.com/removal-requested
    19. Re:Meanwhile back in PPC land by oconnorcjo · · Score: 1
      I wonder why Apple doesn't seem interested in dual cores though. Intel/AMD seem to be treating multicore tech as their way of getting SMP out of the power-user range, Apple doesn't seem to want to have anything to do with it even though POWER has had multicore ability for a really long time.

      It comes down to Apple wants you to think "What an amazing computer" but AMD/Intel want you to think "What an amazing CPU".

      Apple does not make chips. They buy them from other's (IBM at the moment) and slap them into thier systems. The only thing they care about in regards to CPU's is "can it get the job done". While AMD/Intel don't care about computers as a whole- only that thier product is inside it. So Intel/AMD are always trying to push the envelope of what a cpu can do while Apple is pushing the envelope in computer systems.

      You might miss the subtle point but the difference is that Apple is not looking to push chip technology but rather, computer tech in general. While Intel/AMD focus on chip technology and not computers in general.

      --
      I miss the Karma Whores.
    20. Re:Meanwhile back in PPC land by mt+v2.7 · · Score: 1

      Apple is interested in Dual Core, they spoke about a dual core G4 recently.

    21. Re:Meanwhile back in PPC land by toddestan · · Score: 1

      find this interesting, every machine Apple sells except at the definite low end is dual CPU SMP now,

      Huh? None of the iMacs are dual CPU. The Mac Mini certainly is not dual CPU. There are no dual CPU notebooks. You have to move to the PowerMac G5 to find a dual CPU system, where the cheapest dual CPU box costs $1,999. It sure looks like Apple to me that only Apple's high end* machines have dual CPU. Though, I guess you could say that none of Apple's high end machines (Powerbooks excepted) are single CPU.

      Really though, with the popularity of hyperthreading, PCs are a little closer to dual CPU in the lower end machines where you can get a hyperthreading P4 for not that much money, and have a psuedo-dual setup.

      *I guess you could say the stock dual 1.8Ghz PowerMac G5 is not high end, as it ships with an absolutely pathetic amount of ram for a $2000 machine. But that's another discussion.

  16. It'll be less than you think in gamin... by Total_Wimp · · Score: 1, Insightful

    ... and more everwhere else. Games continue to get most of their good stuff from the GPU, not the CPU. It aint that the CPU isn't important, but it's not going to make a huge difference all by itself.

    What I hope to see, but don't expect, is better prioritization of CPU requests. If you have something high-priority going on, like a full screen video game, recording a movie or ripping a CD, I'd like to see the antivirus and other maintenance tasks handled by the other core, or even put on hold. My personal experience is that this stuff can sometimes be set up to some extent, but it's overall kind of crappy and labor intensive.

    But this really isn't intel's fault. MS and the app vendors need to take the blame. So, the question is: do other OSs handle this better for consumer products?

    TW

    1. Re:It'll be less than you think in gamin... by epall · · Score: 1

      I don't know about "consumer products" but Linux is great at this kind of stuff. I can have mozilla compiling in the background at nice level 5, my main apps running at normal priority, and X at -1 so it takes priority. It's really easy to do and quite effective. Too bad no HL2 for Linux...

    2. Re:It'll be less than you think in gamin... by Anonymous Coward · · Score: 0

      Most OSes have the concept of process priorities. In Windows, by default, the application in the foreground is afforded a higher priority than any other process, except those with a priority explicitly set at higher than normal.

    3. Re:It'll be less than you think in gamin... by Total_Wimp · · Score: 1

      In Windows, by default, the application in the foreground is afforded a higher priority than any other process, except those with a priority explicitly set at higher than normal.

      Sure, you can tell it to have service priority or forground process priority. But my experience is that even though it has _some_ tunability, it doesn't go far enough and the parts that do go far engough (task manager, registry) are far from easy to tune. A couple of sliders, some check boxes and an advanced tab would do wonders for these automatic settings.

      It's my opinion that consumers are forced to buy far more processor than they really need because they can't download in the background while gaming without impacting their game, etc. Their download (and andivirus and background email check and antispam) _should_ just slow to a crawl when they're suddenly faced with 50 fully rendered enemies. Simply changing the priority level on the process or the background/forground priority doesn't go far enough, unfortuneately, toward making this a reality.

      TW

  17. Hmm? by Erwos · · Score: 4, Insightful

    "how long until applications make full use of this"

    Full use? Probably never. There's always improvements to be made, and multi-threaded programs are a bitch and a half to debug, at least in Linux. Making "full use" of SMP would _generally_ decrease program reliability due to complexity, I would imagine.

    But, with an SMP-aware OS (Win2k, WinXP Pro, Linux, etc.), you'll definitely see some multi-tasking benefits immediately. I think the real question is, how will Microsoft adjust their licensing with this new paradigm? Will it be per-core, or per socket/slot?

    I'm going to go out on a limb and predict that Longhorn will support 2-way SMP even for the "Home" version.

    -Erwos

    --
    Plausible conjecture should not be misrepresented as proof positive.
    1. Re:Hmm? by Rura+Penthe · · Score: 1

      Not much of a limb considering they've already announced that they are considering a CPU package 1 processor for licensing even if it has dual cores. So yes, "Home" versions will assuredly support 2 processors.

    2. Re:Hmm? by Anonymous Coward · · Score: 0
      Erwos writes:
      "There's always improvements to be made, and multi-threaded programs are a bitch and a half to debug . . ."

      Choose the right tool, Ada for example. Ada was designed from the start to support multi-threaded programming. It isn't some sort of add-on library. Multi-threading is intrinsic to the language. Of course you get the bonus that your program will probably run correctly the first time, without the need for a debugger.

    3. Re:Hmm? by xtracto · · Score: 1

      I think the Eclipse platform has a great Java Debbuger, I used while making an app with something called JADE (java agent development kit) which spawn 1 thread per agent, and I had to work with lots of agents/threads (more than 10).

      I found the debbuger useful when debbuging these threads, and of course, you could also try to write your own debbuger

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    4. Re:Hmm? by Mr.Zong · · Score: 1

      "Full use? Probably never. There's always improvements to be made, and multi-threaded programs are a bitch and a half to debug, at least in Linux." Yup. But this isn't about Linux. Give managed .Net threading a try (System.Threading Namespace). You'll see why Intel is doing this. The simplicty of .Nets managed threading (which is almost exactly syntatically and functionally the same across all .net languages(VB,C#, J#, C++)), is really easy to use. Think about what managed .net did to pointers. You now have wrappers around those really common (some overloads, not so common) functions. No more dangling pointers. Thats pretty nice. I'm thinking it will be pretty much the same thing. Not to fan boy, I just think this is more about MS and pushing .net then anything else.

    5. Re:Hmm? by glyn.phillips · · Score: 1

      The question is "How long until applications are compatible with this?". I run my P4 with hyperthreading turned off because too many applications randomly crash when its on.

    6. Re:Hmm? by ad0gg · · Score: 1

      Thats because most developers don't know how to program on multi proc systems. With a single core, only 1 instruction can be executed can be executed at a given time. You could in theory get away with writing code without using a montor or a mutex and have it run with a very low chance of failure. With multiple processors the exact same code will suffer from race conditions. There's also memory issues but this is getting more attention with the cpus executing things out of order. Finally started seeing sample code released by vendors that actually call MemoryBarriers, something you didn't see in the past.

      --

      Have you ever been to a turkish prison?

    7. Re:Hmm? by Jon_Hanson · · Score: 1

      The licensing for Windows will be on a per-socket basis. So you could have a dual-core CPU with HT on each core (a total of four threads) that would be supported by XP Home because it's still just one socket.

  18. Games? Pr0n? by garompa · · Score: 0

    Intel and AMD are aiming for databases.

    --
    Is it absolutely necessary to have a sig. ?
    1. Re:Games? Pr0n? by nietsch · · Score: 1

      Database latency does not depend on raw computational power, but it does depend on data thoughtput, ie disk seek times (and good indexes!).

      --
      This space is intentionally staring blankly at you
  19. All the consoles will use IBM by g2racer · · Score: 2, Insightful

    A little off topic, but anybody find it interesting that all the next generation consoles will use IBM processing power? Considering the number of consoles sold compared to PCs, this has got to piss both Intel and AMD off...

    1. Re:All the consoles will use IBM by Ironsides · · Score: 2, Insightful

      Not really. Intel and AMD have never had the console gaming market. Also, the consoles really do require either an embedded microprocessor, or one that is customized. The gameboy series uses arm7 and arm9 processors. The recent Consoles themselves have used customized ones. The X-Box is the only exception in that it used a general purpose Pentium 3.

      I can see that Intel and AMD might want to break into that market, but they would have to create a custom chip (as a general purposed will either use too much power or won't cut it) just for that. Something I am not sure they want to do.

      --
      Fly me to the moon Let me sing among those stars Let me see what spring is like On jupiter and mars
    2. Re:All the consoles will use IBM by betaguy9000 · · Score: 2, Informative

      The Gameboy uses a Z80. The Xbox uses a Celeron.

    3. Re:All the consoles will use IBM by mcc · · Score: 1

      In all fairness, he did say Game boy series, not Gameboy. If I remember right the Game Boy Advance has an arm7 and the DS has one arm7 and one arm9?

      Though of course according to Nintendo the DS isn't in the Game boy series...

  20. That Is The Change In Software by EngineeringMarvel · · Score: 4, Insightful

    Your statement is true, but I think you missed the point the article poster was trying to get across. Currently games are writeen to use computer resources that way. If the code was written differently for games, they could allocate some of the graphic responsiblities to the 2nd CPU instead of all of it going to the GPU. The 2nd CPU could be used to help the GPU. Allocating more of the now available (2nd CPU) resources to graphics allows more potential in graphics. That's what the article poster wants to see, that game resoure allocation written in the games code be changed to use the 2nd CPU to help enhance graphics in the video game.

    --
    I couldn't think of anything witty to say, so...you're stuck with this.
    1. Re:That Is The Change In Software by TheRaven64 · · Score: 1

      GPUs are at least one order of magnitude faster at doing the kind of operations required for surface-based rendering than current CPUs. Adding a CPU to the mix will make very little difference.

      --
      I am TheRaven on Soylent News
    2. Re:That Is The Change In Software by powerlord · · Score: 1

      Technically, depending on whose definition you follow the GPU is a second CPU in the computer. One that is dedicated to graphics, and like the above poster said, will usually be way better than a general CPU.

      On the other hand, why does everyone see an "increase in game complexity/detail" as purely a Graphics issue?

      A second CPU could be devoted to handling Physics, or AI as you point out, which could also improve the games complexity and detail. While its ramifications might not be directly visual "eye candy", it would still be sweet to have an AI able to process more potential states before making a decision, along with the time to handle more realistic physics, all while keeping a nice eye-candy framerate.

      --
      This space for rent. All reasonable inquiries will be entertained at proprietors discretion.
    3. Re:That Is The Change In Software by Anonymous Coward · · Score: 0

      The CPU is a terrible processor on which to run complex real-time graphics.

      The GPU is specifically designed for matrix/vector style data manipulation, while the CPU is designed for linear one-element-at-a-time (for the most part) processing.

      If you want to see better graphics, add a second GPU (via SLI, currently). GPUs vastly outperform CPUs for the number crunching related to graphics. (If they didn't, nVidia and ATI would just be slapping AMD and Intel processors onto their cards)

    4. Re:That Is The Change In Software by Deliveranc3 · · Score: 1

      Perhaps he's tired of spending >$200 on video cards.

      Sweet crap those things are getting expensive. I got my 12 meg monster for $200 when I was young and that was top of the line!

    5. Re:That Is The Change In Software by RzUpAnmsCwrds · · Score: 1

      "If the code was written differently for games, they could allocate some of the graphic responsiblities to the 2nd CPU instead of all of it going to the GPU."

      No. For graphics operations, GPUs are hundreds - if not thousands - of times faster than CPUs. They have pipelines designed for pixel processing, insane memory bandwidth (6x dual-channel DDR400), and far more logic transistors.

      NVIDIA's GeForce 6800 has 220 million transistors. Most of those are logic. An Athlon 64 has under 100 million, and many (perhaps 1/2 to 3/4) are devoted to the 1M cache.

      Even in an ideal situation, you'd be lucky to get 5%, and bandwidth constraints rule that out altogether.

      Now, certainly you could run AI in one thread and the physics engine in another. But today's fastest games are still GPU bottlenecked - particularly at high resolution / AA / AF settings. Adding more CPU power isn't going to change that unless you plan on running Half-Life 2 at 640x480.

  21. Me too by imrec · · Score: 5, Funny

    Those bouncing cards STILL leave trails at the end of a game! REFRESH! GAWDAMNIT! REFRESH!!

    --
    Note: This sig contains nine S's, nine I's and five O's which... means absolutely nothing.
  22. It's called Multi-threading by TimeTraveler1884 · · Score: 2, Interesting

    For example on the Intel HT processors, all I have to do is write my applications to use multiple threads for operations that are CPU intensive and voila! I have almost doubled the speed of my app. Otherwise, a single thread app will only use one of the cores.

    Often, it's almost trivial to write an app as a multi-threaded app. The only difficult part is when a the problem your application is solving does not lend itself well to paralellization. So sequential problems don't really benefit from it.

    However, this is almost always -something- that can be done in paralell. Even if the problem the app is solving is highly sequential, if you need to read the disk or anything, you can always implement look-ahead and caching code that runs in a different thread. Or whatever. Because it's rare you will just cruch numbers and not display it, require data, or send it across a network. Usually, the GUI itself will have it's own thread and benefit from a dual-core processor

    1. Re:It's called Multi-threading by Chirs · · Score: 1

      "Often, it's almost trivial to write an app as a multi-threaded app."

      Do you know how many programmers just don't understand how to design for concurrency? Have you ever had to debug a large threaded program where someone forgot to properly lock their data accesses?

      Writing good multithreaded code is *hard*, not trivial.

      (It's somewhat easier to debug multiple-process designs rather than multithread ones, but generally it's still harder than single-process designs.)

    2. Re:It's called Multi-threading by adamruck · · Score: 1

      I have to disagree with you.

      IMO properly locking a datastructure is way easier than IPC. Than again damn near anything is easier than IPC. Whenever I think of the whole fork/exec/wait/pipe situation I shudder in fear.

      --
      Selling software wont make you money, selling a service will.
    3. Re:It's called Multi-threading by Anonymous Coward · · Score: 0

      For example on the Intel HT processors, all I have to do is write my applications to use multiple threads for operations that are CPU intensive and voila! I have almost doubled the speed of my app.

      Wrong, I'm sorry ... For a start HT allows multiple threads to run concurrently on a processor but those threads have to contend for processor resources (pipeline etc). At best you are going to get somewhere in the vacinity of 10% speed increase in the real world, especially for a CPU intensive app. It's going to be nowhere near double.

    4. Re:It's called Multi-threading by TimeTraveler1884 · · Score: 1
      Wrong, I'm sorry ... For a start HT allows multiple threads to run concurrently on a processor but those threads have to contend for processor resources (pipeline etc). At best you are going to get somewhere in the vacinity of 10% speed increase in the real world, especially for a CPU intensive app. It's going to be nowhere near double.
      I must disagree. Because I have done benchmarks of SHA1 hashing. When hashing two things in two threads, I almost double my thoroughput.

      Yes, the HT does share some resource like cache (not pipleline as far as I know) but for processing power there is a noticable difference over single threading on the same processor.
  23. Pshaw! by basilisk12 · · Score: 1

    Intel is pushing dual cores? Sony's Cell has [i]nine[/i] cores!

    1. Re:Pshaw! by RabidLobster · · Score: 1

      I had this experimental, revolutionary super computer once, maybe Intel got inspiration from that.

      It was called "Amiga 500".

    2. Re:Pshaw! by quarter · · Score: 1

      8 of which are special purpose. and it isnt shipping yet.

      intel's ixp2800 has 17 cores, 16 of which are special purpose, and have 8 hardware threads each. and has been shipping for nearly 2 years.

      now, there is no way an ixp will ever be used in a pc, but intel (and many other companys) have been shipping special purpose multicore chips for a long time

  24. It's just _Dual_ by infofarmer · · Score: 2, Insightful

    Oh, come on, it's just dual, it's just a marketing trick. Speed has been increasing in a logarithmic manner for years on end, and now we're gonna stand still at the word "Dual"? If intel/amd devise a way within reason to logarithmically increase the number of cores in a CPU (which I strongly doubt), that'll be a breakthrough. But for now - it's just a way to keep prices high without inventing anything at all. WOW!

    1. Re:It's just _Dual_ by disposable60 · · Score: 1

      You actually mean exponential. The sequence 1 -> 2 -> 4 -> 8 -> 16 IS exponential.

      --
      You're looking for quotes? See my journal.
    2. Re:It's just _Dual_ by infofarmer · · Score: 1

      Thanks, right :-( One mistake and a post loses its point...

    3. Re:It's just _Dual_ by Anonymous Coward · · Score: 0

      Odd, you seem confused.

      From 1 -> 2 CPU's is an exponential jump, genius. As will the (announced) jump from 2->4. Now, what was your point again?

  25. Complexity/detail by Glock27 · · Score: 3, Insightful
    "are we going to see a huge increase in game complexity/detail?"

    If you consider a factor of about 1.8 (tops) "huge".

    --
    Galileo: "The Earth revolves around the Sun!"
    Score: -1 100% Flamebait
    1. Re:Complexity/detail by Wordsmith · · Score: 1

      I do. Nearly doubling the detail/complexity is a big deal.

      Now, it's really not that simple, but there are some definate plausible improvements. If the machine could handle simulating twice as many fighters in a space sim, that would be something. If it could use a much more realistic physics engine because of the increased processing power, that would be something.

  26. Make sure you first don't pay double by bigtallmofo · · Score: 4, Interesting

    Check your licensing agreements before you buy one of these dual-core processors. Make sure that your software vendor isn't going to double the price on you.

    Oracle and others have announced plans to increase their revenue by charging people for multiple cores in their single processor.

    --
    I'm a big tall mofo.
    1. Re:Make sure you first don't pay double by BESTouff · · Score: 1

      Ouch .. do you mean I'll have to provide *twice* the sourcecode of my progs ? Will a symlink do fine ?

    2. Re:Make sure you first don't pay double by Tim+C · · Score: 1

      To be fair, Oracle has charged per-processor for as long as I can remember. A dual core processor is essentially two processors on a single die, and performs more or less identically to two separate processors. Why shouldn't they fall under the multi-proc licensing terms?

      (Note that charging per-proc in the first place is a whole different argument...)

    3. Re:Make sure you first don't pay double by Dogtanian · · Score: 1

      Check your licensing agreements before you buy one of these dual-core processors. Make sure that your software vendor isn't going to double the price on you. Oracle and others have announced plans to increase their revenue by charging people for multiple cores in their single processor.

      What happens when multiple-core processors become the norm? Either people will have to stick to old-fashioned single-core processors (unlikely), or everyone will have to pay more.

      But if everyone can, and *will* pay more to run Oracle on an up-to-date computer (I assume that new versions of Oracle will require reasonably up-to-date machines, which will soon imply multiple-core anyway), this implies that the market will bear (i.e. is basically willing to pay) double the existing price for Oracle.

      In which case- WHY HAVEN'T ORACLE DONE THIS ALREADY, using a different excuse?

      Bear in mind that effectively they'll be doubling the price to run it on a "modern" PC anyway, and I doubt the introduction of dual cores will have a fundamental effect on the popularity of Oracle per se.

      --
      "Slashdot - News and Chat Sites Deviant". (Click "homepage" link above for details).
    4. Re:Make sure you first don't pay double by voisine · · Score: 1

      bah... the market dictates prices, not oracle. General rule of thumb is that cutting the cost in half triples the demand. If they double their prices, they'll cut the demand for their product by 2/3rds.

    5. Re:Make sure you first don't pay double by frogmonkey · · Score: 1

      Is it possible that sometime in the not-too-distant-future we could see CPU core based licencing on the latest games? Scary thought. Higher framerate anyone? It's gonna cost ya!

  27. dualcore by Varg+Vikernes · · Score: 1

    1. game complexity has hardly to do anything with the CPU. That is if you're not John Carmack and let the lightning be done on the CPU (not a wise thing to do). 2. more "irrelevant" stuff wil be pushed on the CPU from the GPU and thus making more use of the GPU => higher detail/complexity. 3. more realistic physics (ragdoll), better AI, more complex sound effects (5.1?). 4. [ot?] Microsoft will only charge one Windows license on the actual CPU => 1 CPU with n cores == 1 license. IBM and others (I think also Sun) will charge per core => 1 AMD with 2 cores == 2 OS licenses.

  28. Re:So Intel's going to be a year late ?. by unother · · Score: 5, Insightful

    Yes, but since the core of Intel's marketplace consists of people who see a monitor and think it is the computer, this is a barrier that Intel can easily hurdle.

  29. OpenGL Performer by Anonymous Coward · · Score: 2, Interesting

    This problem has already been solved by OpenGL Performer

    Applications, even 'games', written using Performer, will immediately benefit from multiple CPUs.

  30. Re:fp by Anonymous Coward · · Score: 4, Funny

    If you had a dual-core system you would have gotten second post too.

  31. Fairly simple... by Gadgetfreak · · Score: 3, Insightful

    I think as long as the hardware becomes established, people will write software for it. From time to time, hardware manufacturers have to push the market in order to get the established standard to jump to the next step.

    It's like what Subaru did when they decided to make all their vehicles All Wheel Drive. It was a great technology, but most people at the time just didn't care to pay extra for it. By making it a standard feature, the cost increase is significantly reduced, and provided that the technology is actually something functional, the market should grow to accept it.

    --
    "No fair, you changed the outcome by measuring it!" - Professor Hubert J. Farnsworth
  32. Games and multi core by Anonymous Coward · · Score: 5, Interesting

    As already mentioned games already do make use of the GPU and the CPU so we're fairly used to some mutliprocessor concerns.

    To say that most PC games are GPU bound however is a mistake - most games I've come across (and worked on as a games core technology/graphics programmer) are CPU bound - often in the rendering pipeline trying to feed that GPU.

    Anyhow games are already becoming dual-core aware. Most if not all multiplayer games make use of threads for there network code - go dual core (or hyperthreading) and you get a performance win. Again most sound systems are multi threaded often with a streaming/decompression thread, again a win on multi core. These days streaming of all manner of data is becoming more important (our game worlds are getting huge) and so again we will be (are) making use of dual core there too.

    I personally have spent a fair amount of time performance enhancing our last couple of games (mostly for HT but the same applies to true dual core) to make sure we get the best win we can. For example on dual core machines our games do procedural texture effects on the second core that you just don't get on a single core machine and still get a 20% odd win over single core. I'm sure most software houses take this as seriously as us and do the same. It's very prudent for us to do so - the writings been on the wall about multi processors being the future of top end performance for a while now.

    At the end of the day though us games developers have little choice but to embrace multi core architectures and get the best performance we can. We always build software that pushes the hardware to the full extent of it's known limits because that's the nature of the competition.

    Just think what the next generation of consoles is going to do for the games programmers general knowledge of concurrent programming techniques. If we're not using all of the cores on our next gen XBox or PS3 then our competition will be and our games will suck in comparison.

    1. Re:Games and multi core by renoX · · Score: 1

      > As already mentioned games already do make use of the GPU and the CPU so we're fairly used to some multiprocessor concerns.

      Correct, but of course, the higher the number of processor there is the more difficult it is to use them efficiently..
      Also double core has a cost in CPU: each cores is smaller than a mono-CPU, if they are not well used, they could be slower than a single core..

      As if games are CPU / GPU bound, it depends very much of the game: Prince of Persia is very different from a flight simulator and of course of the resolution..

      Also you're right of course that games have several thread, but if your rendering thread use 100% of one core and the other threads use 10% of the other core, it is likely that the multi-core will be slower than a more powerfull single-core CPU..

  33. Re:So Intel's going to be a year late ?. by Anonymous Coward · · Score: 0

    If only a demo were the same thing as a shipping product...

  34. Do they share the cache? by jbb999 · · Score: 3, Interesting
    Do these new chips share the highest speed cache? I can think for several ways to make use of them without using traditional threads. For example: Set up a pool of threads each one of which just reads a function address from a queue of work and then calls that function, waiting when there is no work. The main program can then just push function pointers onto the queue knowing that a thread will pick up the work.
    I'm thinking that instead of writing something like
    for(int i = 0; i < NumberOfModels; i++) {
    UpdateModelAnimation(i);
    }
    you could write
    ThreadPool* pool = new ThreadPool();
    for(int i = 0 ; i < NumberOfModels; i++) {
    pool->QueueAsyncCall(UpdateModelAnimation, i);
    }
    pool->WaitForAllToFinish();
    The queueing of work could be made pertty low overhead and so if there were only a few thousand CPU instructions in the call you'd get a big speed up, but only if each processor already had the data they were working on in cache. If each core has a separate cache this would be a lot less efficient. Does anyone know?
    1. Re:Do they share the cache? by sosume · · Score: 1

      Yeah right.

      How are you going to process these function results? Do you think they can all write to the video ram at the same time? And how will you address thread exceptions?

      Sure, firing a thousand threads is easy..
      handling the thread results and errors, and communication between threads are the hard part.

      For instance, launch a thousand threads simultaneously to add a new item to a listbox, and make it prone to errors, for instance by making each thread iterate over all items in the listbox while the other threads are still busy.

      Count how many threads succeed, and how many fail with an exception. Note that most threads (70%+) will just vanish mysteriously without a warning whatsoever. (on win32 at least)

    2. Re:Do they share the cache? by MrNemesis · · Score: 1

      Last I heard, the first dual cores out of the door won't share cache and will be more like two individual dies sharing the same packaging. But they'll be moving onto shared cache a la POWER at a later date.

      Tried to find the Reg link I read a while back, and then found this one: http://news.zdnet.co.uk/hardware/chips/0,39020354, 39164618,00.htm

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    3. Re:Do they share the cache? by Anonymous Coward · · Score: 0

      I believe that when in a dual processor, and hence dual core system, the processor will issue a snoop to the other processor's cache. Since they're on the same die, this is much faster than looking it up from RAM.

  35. If this were coupled with... by Tavor · · Score: 1

    If this were coupled with a multi-cored GPU, think of the benefits Gamers would reap. Of course, Longhorn might require you to have both those processor cores, and one more video card, SLI'ed in to handle the vole-bloat...

    --
    Windows has detected an undetectable error.
  36. Not convinced by PhotoBoy · · Score: 1

    I'm not convinced that dual-cores are the answer to the problem both Intel and AMD are now having scaling up CPU performance.

    Using dual-core for games for example will certainly allow developers to make some enhancement to their games by parallelising non-dependant parts of their engine e.g. split A.I. and physics up, but at the end of the day once you've broken the game down to these parts you're going to be limited by processor speed again. Things can only be sub-divided into smaller tasks so much, once that limit is hit you again are reliant on faster clock speeds to do more.

    I believe dual-cores are a distraction while the fundamental problem of reducing transistor leakage is addressed.

  37. Dual core is soooo last-year by frogmonkey · · Score: 2, Insightful

    I am going to wait for at least quad core 64bit processors ;)

    1. Re:Dual core is soooo last-year by buzzsport · · Score: 1

      You don't have to wait long.. is taping out a 8-core CPU as we speak.

  38. what about chess? by johansalk · · Score: 1

    The only 'games' i play on my computer are chess engines. What about those? Will they benefit from dual-core?

    1. Re:what about chess? by Ulric · · Score: 1

      Certainly. Any problem that can be parallelized benefits. Chess or pretty much any game engine that searches a game state tree can be parallelized.

    2. Re:what about chess? by Anonymous Coward · · Score: 0

      At least the Chessmaster 10 game on Windows benefits enormously from Hyperthreading when you have a P4, should be even better with dual cores.

  39. Chicken and Egg Question by Anonymous Coward · · Score: 1, Interesting

    A lot of pieces have to be in place first. Multi-core cpus have exist first. That's just starting to happen. You have to have decent OS and api support for multiprocessing that exploits it rather than putting in locks to make it seem single threaded which slows things down considerably. Then you get the apps to start using it. Big learning curve on that last bit. Pretty spectacular program crashes when it's done wrong. Lot's of gibbage, which make debugging from a core dump challenging.

  40. Boon for Game AI by fygment · · Score: 2, Insightful

    A lot of posts have quite rightly pointed out that the GPU is currently how games use a "pseudo" dual core. But it seems that what games could be doing now is harnessing the potential of dual core not for graphics, but for game enhancement i.e. better physics and true AI implementations. Realism in games has to go beyond tarting up the graphics.

    --
    "Consensus" in science is _always_ a political construct.
    1. Re:Boon for Game AI by TiggsPanther · · Score: 1

      I think that would definitely make a great improvement to most games. One thing that I wonder about, though, is would it be possible (and worthwhile) to have the game (or other application) running on one core whilst the rest of the OS (or environment) is running on the other?

      Having a game (or music/media player, or security application, etc) running on a seperate core (if available) sounds like it would bring some sort of improvement. Would it?

      --
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      "120 chars should be enough for everyone..."
    2. Re:Boon for Game AI by tartley · · Score: 3, Interesting
      While I agree very strongly with the sentiment that improvements in games have to go beyond tarting up graphics, if considererd carefully this exposes a fundamental problem.

      Any aspect of a game may be programmed to scale with the hardware upon which the game is run (eg. graphics get more detailed, framerates improve, physics is more realistic, AI gets smarter)

      However, the problem here is that if these improvements to the game are in any way substantial rather than superficial - if they actually affect the gameplay in any way - then users playing the game on a high-end machine will end up playing a substantially different game than users on a low-end machine.

      In the case of more detailed graphics, or better framerates, the changes are superficial enough that this does not matter. But for anything deeper - such as AI - the developer has to ask themselves whether it is really desireable for the intelligence of in-game aliens to depend on the nature of the PC the game is run on. Will a low-end PC make the aliens so stupid that the game is substantially easier? Will a high-end PC result in aliens which consistently frustrate the player?

      In order to fix this, developers might consider preventing the software from running on systems which are deemed 'too slow', or they may disable features such as 'AI scaling' on systems that are 'too fast' - ironically these desparate measures would of course be in direct opposition to the original intent of making the game scale well across a wide variety of hardware.

  41. One possible multi-threaded benefit by JSBiff · · Score: 4, Interesting

    I would like to see a more multi-threaded approach to game programming in general, and not all the benefits would necessarily be about performance.

    One thing that has bugged me a long time about a lot of games (this has particular relevence to multi-player games, but also single player games to some extent) is the 'game loading' screen. Or rather, the fact that during the 'loading' screen I lose all control of, and ability to interact, with the program.

    It has always seemed to me, that it should be possible, with a sufficiently clever multi-threaded approach, to create a game engine where I could, for example, keep chatting with other players while the level/zone/map that I'm transitioning to is being loaded.

    Or maybe I really want to just abort the level load and quit the game, because something important in Real Life has just started occuring and I want to just kill the game and move on. With most games, you have to wait until it is done loading before you can then quit out of the game.

    In other words, even ignoring performance benefits for a moment, if a game engine is correctly multi-threaded, I could continue to have 'command and control', and chat, functionality while the game engine, in another thread, is loading models and textures.

    1. Re:One possible multi-threaded benefit by nounderscores · · Score: 3, Interesting

      In other words, even ignoring performance benefits for a moment, if a game engine is correctly multi-threaded, I could continue to have 'command and control', and chat, functionality while the game engine, in another thread, is loading models and textures.

      That would put the pressure back where it should be - on the level designers - to make sure that each segment was challenging enough so that a player couldn't pass through two loadzones simply by running so fast that the first zone hasn't fully loaded yet and wind up in a scary blank world full of placeholder objects.

    2. Re:One possible multi-threaded benefit by ArsonSmith · · Score: 1

      Yea they need to take some ideas from http://maps.google.com load as needed. If they loaded it far enough out that you didn't have to worry about getting from one point to the next to fast as to be there before it loaded. I remember a 3d chat world called alpha world that would load as you go and that was 10 years ago. Why hasnt' this stuff improved sence?

      --
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    3. Re:One possible multi-threaded benefit by GweeDo · · Score: 1

      Halo 2 gives you just that on Live. When you are waiting for the level to load and for it to find people for you to play with you get to talk to all the people in your party. It is a great feature since Live is all about the people.

    4. Re:One possible multi-threaded benefit by meatspray · · Score: 1

      This is used many places already. Most mmorpgs only give you loading screens when you first connect and then every time they need to throw you to a different server. (instance,dungeon,world,expansion) The thing is, on an MMO there's usually an acceptable period of downtime allowed. When you're tossed in a location change without a loading screen, you're generally in a safe area for a second to allow for all the textures in your area to load where slow pcs can chug along safely. The texture quality and size in those areas is also usually slightly lesser. You don't want people on slow pcs to get really laggy for a few seconds when your're in an FPS.

      Games as far back as doom rendered out the room you were in as well as any point that could be seen from the room you were in. Doom even had hint brushes that would tell the game to start pre-rendering the next room. (in case their alogrythm wasn't doing the job well enough on it's own) The big problem was you still needed to load all the textures. With realism getting increasingly better, those texture packs are getting in to the hundreds of megs catagory. Loading them out of the fly isn't a good solution, loading them all ahead of time makes the game require higher minimum memory just to play. As always, software is forging ahead of hardware. If everyone had 4GB of ram, the games could load all the textures up front and you could have uninterrupted play. Google only has to preload a few hundred K of images to get it's magic done :)

    5. Re:One possible multi-threaded benefit by dasunt · · Score: 2, Insightful
      One thing that has bugged me a long time about a lot of games (this has particular relevence to multi-player games, but also single player games to some extent) is the 'game loading' screen. Or rather, the fact that during the 'loading' screen I lose all control of, and ability to interact, with the program.

      It has always seemed to me, that it should be possible, with a sufficiently clever multi-threaded approach, to create a game engine where I could, for example, keep chatting with other players while the level/zone/map that I'm transitioning to is being loaded.

      You don't technically need multithreading to make the game seem responsive while its doing something.

      Imagine:

      while ( load_tiny_bit_of_map() )
      {
      if ( check_input() ) { process_input(); }
      }

      Assuming that the function 'load_tiny_bit_of_map()' takes only a few dozen milliseconds, you won't notice it.

      Being multithreaded makes that a bit easier, but other parts of the game may grow in complexity (depending on the game). The reason why that's not done is lazyness/lack of time/poor feedback. (I always thought there should be a minigame or something while maps load...)

    6. Re:One possible multi-threaded benefit by Junks+Jerzey · · Score: 1

      One thing that has bugged me a long time about a lot of games (this has particular relevence to multi-player games, but also single player games to some extent) is the 'game loading' screen.

      Really, what you want here is for game developers to use asynchronous I/O. Rather than saying "load this big file while I sit here and wait," you say "load this file and tell me when you're done." That's all. No multithreading needed.

      This is par for the course on console games. In games like Grand Theft Auto, the entire world doesn't fit into memory at once, it's seamlessly is loaded and unloaded in the backround, via asynchronous I/O calls. Then you have games like Half-Life 2 with super long load times and no asynchronous I/O at all.

    7. Re:One possible multi-threaded benefit by aspx · · Score: 1

      What you want has nothing to do with how many processors are in the system. It would be possible to do that with one cpu.

  42. Already can take advantage it by mcbevin · · Score: 2, Insightful

    The average system is already running a number of different processes at once. Even if most individual applications aren't multithreaded, a dual-core will help not only make the system technically faster but also help hugely on the response of the system (which is often a far more important factor for the 'feel' of how fast a system is as the user experiences it) whenever process are running in the background.

    While one might ask whether it makes much useful difference to the 'average' home user, one might ask the same about say 4ghz vs 2ghz - for most Microsoft Word users this makes little difference in any case. However, for most users who really make use of CPU-power in whatever form, the dual-core will indeed make a difference even without multi-threaded applications, and it won't take long for most applications where it matters to become multi-threaded, as its really not that hard to make most cpu-intensive tasks multi-threaded and thus further improve things.

    I for one am looking forward to buying my first dual-CPU, dual-core system (i.e. 4x the power) once the chips have arrived and reached reasonable price levels, and I'm sure that power won't be going to waste.

    1. Re:Already can take advantage it by Anonymous Coward · · Score: 0

      ...once the chips have arrived and reached reasonable price levels, and I'm sure that power won't be going to waste.

      If you're using a PowerPC chip maybe. Intel and AMD are just so cludgy. Try to hold out for the best, not necessarily the first.

  43. Re:So Intel's going to be a year late ?. by diegocgteleline.es · · Score: 1

    How would be having two memory controllers bad? Actually, it may be great - you won't have a central bus to saturate, you'll have two.

  44. Performance plateau and functional programming by barrkel · · Score: 5, Interesting

    I believe that we're going to see a performance plateau with processors and raw CPU power for the next 5 years or so.

    The only way CPU manufacturers are going to get more *OPS in the future is with many cores, and that's going to require either slower or the same kind of speeds (GHz-wise) as things are today. To get programs to run faster under these circumstances you need some kind of explicitly parallel programming.

    We haven't seen the right level of parallelism yet, IMHO. Unix started out with process-level parallelism, but it looks like thread-level paralellism has beaten it, even though it is much more prone to programmer errors.

    On the other end of the scale, EPIC architectures like Itanium haven't been able to outcompete older architectures like x86 because the explicitly parallel can be made implicit with clever run-time analysis of code. Intel (and, of course, AMD) are their own worst enemy on the Itanium front. All the CPU h/w prediction etc. removes the benefit of the clever compiler needed for EPIC.

    Maybe some kind of middle ground can be reached between the two. Itanium instructions work in triples, and you can effectively view the instruction set as programming three processors working in parallel but with the same register set. This is close (but not quite the same) to what's going to be required to efficiently program multi-core CPUs, beyond simple SMP-style thread-level parallelism. Maybe we need some kind of language which has its concurrency built in (something sort of akin to Concurrent Pascal, but much more up to date), or has no data to share and can be decomposed and analyzed with complete information via lambda calculus. I'm thinking of the functional languages, like ML (consider F# than MS Research is working on), or Haskell.

    With a functional language, different cores can work on different branches of the overall graph, and resolve them independentantly, before they're tied together later on.

    It's hard to see the kind of mindset changes required for this kind of thinking in software development happening very quickly, though.

    We'll see. Interesting times.

    1. Re:Performance plateau and functional programming by Ulric · · Score: 2, Insightful

      I do not for one moment believe that Amdahl's law won't affect these systems. Dual-core won't be a problem, quad-core probably won't, but I can't see that stuffing in more cores will solve the scalability problem in the long run.

    2. Re:Performance plateau and functional programming by barrkel · · Score: 1

      Trouble is, the sequential-only fraction used in Amdahl's law is a lot smaller than it's usually given credit for.

      For example, from http://www.cis.temple.edu/~shi/docs/amdahl/amdahl. html

      Using Amdahl's Law as an argument against massively parallel processing is not valid. This is because (F, the fraction of the calculation that is sequential only) can be very close to zero for many practical applications. Thus very high speedups are possible using massively many processors. Gustafson's experiments are just examples of these applications.

    3. Re:Performance plateau and functional programming by Ulric · · Score: 2, Interesting
      It is small for certain applications.

      Quoting Twelve Ways to Fool the Masses When Giving Performance Results on Parallel Computers:

      2. Present performance figures for an inner kernel, and then represent these figures as the performance of the entire application.

      It is quite difficult to obtain high performance on a complete large-scale scientific application, timed from beginning of execution through completion. There is often a great deal of data movement and initialization that depresses overall performance rates. A good solution to this dilemma is to present results for an inner kernel of an application, which can be souped up with artificial tricks. Then imply in your presentation that these rates are equivalent to the overall performance of the entire application.

      4. Scale up the problem size with the number of processors, but omit any mention of this fact.

      Graphs of performance rates versus the number of processors have a nasty habit of trailing off. This problem can easily be remedied by plotting the performance rates for problems whose sizes scale up with the number of processors. The important point is to omit any mention of this scaling in your plots and tables. Clearly disclosing this fact might raise questions about the efficiency of your implementation.

      8. If MFLOPS rates must be quoted, base the operation count on the parallel implementation, not on the best sequential implementation.

      We know that MFLOPS rates of a parallel codes are often not very impressive. Fortunately, there are some tricks that can make these figures more respectable. The most effective scheme is to compute the operation count based on an inflated parallel implementation. Parallel implementations often perform far more floating point operations than the best sequential implementation. Often millions of operations are masked out or merely repeated in each processor. Millions more can be included simply by inserting a few dummy loops that do nothing. Including these operations in the count will greatly increase the resulting MFLOPS rate and make your code look like a real winner.

      10. Mutilate the algorithm used in the parallel implementation to match the architecture.

      Everyone is aware that algorithmic changes are often necessary when we port applications to parallel computers. Thus in your parallel implementation, it is essential that you select algorithms which exhibit high MFLOPS performance rates, without regard to fundamental efficiency. Unfortunately, such algorithmic changes often result in a code that requires far more time to complete the solution. For example, explicit linear system solvers for partial differential equation applications typically run at rather high MFLOPS rates on parallel computers, although they in many cases converge much slower than implicit or multigrid methods. For this reason you must be careful to downplay your changes to the algorithm, because otherwise the audience might wonder why you employed such an inappropriate solution technique.

    4. Re:Performance plateau and functional programming by barrkel · · Score: 1

      The quote you've posted is generally true of any self-measured benchmark result posted by any interested party. I'm not sure it's relevant in the context of general purpose computing program parallelism.

      I know personally that for the kind of applications that will run on the (software) architecture I'm currently co-designing will hugely benefit from multi-core systems.

      Speaking very generally, the challenge in most concurrent applications, whether they use EPIC / instruction level parallelism or thread/process-level parallelism, is making sure that the things that work in parallel don't touch the same data, or if they do it's on a read-only basis. Applications can be speeded up roughly proportional to how disconnected / compartmentalized the data is and how local to the data the actions are.

      Considering that, I'm not sure that scientific computing applications are as amenable to parallelism as general purpose computing is, since scientific computing is typically very dependent on large matrix operations, and of course matrix operations are essentially non-local and very-connected by definition.

      To reiterate and summarize, I would be more optimistic on massively multi-core chips on the general-purpose computing front, rather than the scientific-computing front.

    5. Re:Performance plateau and functional programming by Sebastopol · · Score: 1

      Functional language programming is still very application specific. We are talking about general purpose processors.

      From my perspective, there is no plateau in sight. Intel is shoving more cores on die for less power than p4. That's a huge improvement. I wouldn't be surprised if they do what they always have done and push a single technology to its limtis in a very short time.

      In terms of using that horsepower, bring it on. When I can spawn a dozen GCC commands and compile very large projects locally without needed distributed computing (ie, cpu core simulators, c compilers, hardware synthesis), I will be a happy programmer.

      In my line of work, CPU throughput is _always_ the bottleneck.

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    6. Re:Performance plateau and functional programming by barrkel · · Score: 1

      cpu core simulators, c compilers, hardware synthesis

      These are all areas where functional programming can be successfully applied (though compilers more than any).

      However, my broader point was that a language with an intermediate level of concurrency will be best placed to harness these multiple cores.

      Most of our current languages and application architectures aren't embarrassingly parallel like (for instance) a software build process.

      When programs are written with the von Neumann architecture in mind they end up being more serial than they could be. With more cores on the die, frequency speedups are going to be constrained, and these kind of programs aren't going to get faster.

      Until the language changes.

    7. Re:Performance plateau and functional programming by Sebastopol · · Score: 1

      I'm not familiar with functional programming being used to create CPU RTL simulators, or do hardware synthesis. Are there any academic or industry papers on this you could point me to? I have heard very little of practical uses of functional languages outside of schools, but I'd like to be educated.

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  45. Re:So Intel's going to be a year late ?. by jest3r · · Score: 2, Interesting

    AMD will be releasing Quad Core chips as early as 2007 according to Arstechnica. Where does that leave Dual Core?

    http://arstechnica.com/news.ars/post/20040813-40 99 .html

  46. i thought software pushed hardware by doorbender · · Score: 1

    my software is always asking for more memory.

    webdevelopers design webpages that noone on dialup can view. pushing the percieved need for broadband.

    what a dual core cpu needs is a magic converter piece that enables 32bit code to fully utilize 64bit processing. THEN everyone will want one, and software can creep into 64bit computing at it's own pace.

    i remeber needing a 16bit FATed partition for the running of 16 bit programs under 98 but that was only 5 years ago.

    hey amd e-me for some architecture ideas.

    --
    "He's a real midnight golfer"
  47. in other news... by SpongeBobLinuxPants · · Score: 2, Funny

    anticipating 75% of their chip sales to be dual core chips by the end of 2006

    global warming expected to increase by 75% by the end of 2006

  48. Good Thing For Number Crunching by ObsessiveMathsFreak · · Score: 1, Funny

    Dual core is a godsend!
    As anyone who works with number crunching apps will tell you, having two cores seriously improves your work quality.
    Not because number crunchings apps are taking advantage of dual cores.

    It's becasue now I can set one core to work on those wicked hard numerical calculations while I kick back and watch movies and play music for a few hours. Bliss!

    Nevertheless it would be nice if there was an easier way to make apps use multiple cores. I'd love to be able speed up my crunching by getting a program to use both cores, intuitavely, but I don't expect this to happen any time soon. Surely there has to be easier ways of making apps thread compliant?

    --
    May the Maths Be with you!
  49. Already done, apparently. by raygundan · · Score: 2, Informative

    I would think so! All the "big" chess computers (Deep Blue, etc...) have just been massively parallel systems, and chess is one of those things that people have been coding and refining for years. I'm not much of a chess player myself-- computers have been kicking my ass since the 1MHz era, but it appears that multiprocessor chess software is already available for end-users:

    Deep Junior 9 and Deep Shredder 9 support multiple processors, and should have no trouble on a multicore system.

    Each core doubles how many moves it can evaluate in a given time-- and searching possible moves is primarily how chess algorithms work.

    Plus... Shredder renders a fancy 3D glass chess set for you, making sure your GPU doesn't get lonely with nothing to do.

  50. If that was significant.. by Kjella · · Score: 1

    ...shouldn't there be a big advantage running a uniprocessor game on a dual-core CPU? Send all other threads to the other core (I assume each one must be woken up to see if it wants to do anything quite regularly). I seem to remember the Linux kernel does context switches 1000 times a second or there abouts. Say you have 3-4 threads (AI, network, graphics, sound) should still leave you able to check those at 250fps...

    Kjella

    --
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  51. The Wall and why the end user doesn't matter by katorga · · Score: 1

    Intel and AMD have hit the clockspeed Wall. How then do they market new product?

    Instead of growing up they grow out and market the heck out of dual core technology to hype up new consumer sales. Neither gives a flip if consumer software takes any advantage of dual core. It's there for "new and improved" because "new and improved" is marketable.

    If dual core were sooooo wonderful for consumers, then every enthusiast desktop would already be a dual CPU rig. My 6lb laptop runs Doom3 and Farcry very well. I have a hard time justifying buying a noisy, hot, power hungry desktop just for gaming performance gains I may not even notice.

    And if the Cell Processor lives up to its hype, Intel and AMD are obsolete anyway.

    That said dual core is huge for the data center. More performance per watt to allow greater cpu densitity per square foot of raised floor space and every amp.

    1. Re:The Wall and why the end user doesn't matter by Anonymous Coward · · Score: 0

      What is this stupid 32 bit shit Intel is pushing on me? My 286 runs everything perfectly and all of my applications are 16 bit. They have hit a wall and are trying to make all of use believe we "need" a 386.

    2. Re:The Wall and why the end user doesn't matter by Anonymous Coward · · Score: 0

      Cell will not make Intel and AMD obsolete as it is not designed for the general case.

      It will only "match the hype" on specific tasks that it was designed to handle that were programmed specifically for it.

      X86 code will not run on Cell, and so that leaves a pretty big market for AMD and Intel, thank you very much.

  52. threading by demon411 · · Score: 1

    Games do comsume a lot of cpu but are not typically multithreaded. Eventually, games will be multithreaded, as we see more multi-core systems out there. As far as gaming, AMD sees that a single core solution is still the best for gaming. Thus, they plan to market the single core Athlon 64 FX to high end gamers even after the introduction of the dual-core Athlon 64.

  53. Re:So Intel's going to be a year late ?. by ricky-road-flats · · Score: 1
    Intel a year late? Intel are going to release their first dual core chips to market next quarter. Intel have already show a demo of a dual-core 65nm CPU too. Where are AMD's dual core chips? Sure as hell can't buy them today...

    As for the effect of the memory controllers, time and real-world use will tell. Unlike AMD, Intel don't have to change the CPU design every time a new memory type comes out. Swings and roundabouts.

  54. Re:cue the dupe-checker jokes by SurryMt · · Score: 1

    More importantly, how long will it be before dual core CPUs boost slashdot editor's ability to dupe-check before posting?

  55. At least some benefit by VikingDBA · · Score: 1

    I would expect to see at least some benefit from the kernel and other OS processes running on one core and an app or game, even if single threaded, running on the other. Now it certainly won't be a twofold improvement but I would expect at least 20%. I have seen this kind of improvement when running a heavily used database on a dual processor machine.

    1. Re:At least some benefit by Blitzenn · · Score: 1

      Run one office application on the dual core machine, like a word processor. You won't see any performance increase at all. Run your Antivirus at the same time and you will likely see an 80% improvement, without any rewritten code. That's because the second process will try to run on the second core rather than the first. You shouldn't see any performance hits with the dual core.

      It's more of a situation that will remove performance hits rather than make gains in performance.

      It's like putting two engines in your car. No real gain in driving down the street at 65. Maybe a bit in starting from a dead stop. The real gain is in driving up the hills. Twice as easy as before. You don't slow down as much when you encounter hills. Same with the dual core. It won't help the normal cruisng along at all. It will help when you have to do multiple tasks at the same time, (run multiple apps at once).

      If you run Windows XP, or even 2000, there are services that run in the background. Those tasks would no longer interfere, or take clock cycles away from your main application. There would be a baseline gain in those systems, no matter what you are running. Simply due to the OS architecture.

  56. Oracle will change in due time... by Anonymous Coward · · Score: 2, Informative

    When dual-core procs become the norm, Oracle will wonder why everybody stopped buying their software, and will adjust their pricing accordingly. Oracle has made a science out of accurately determining what price the market is actually willing to bear, just a smidgeon short of the market telling them to "F--- Off" and that's what their pricing structure will be. Oracle keeps the "riff raff" out of their customer base that way, and only wishes to deal with the serious players who must have their database when no others will do. It's kinda like the world of business jet aircraft... hideously expensive, but there is still enough market demand out there such that the vendors are barely able to keep up with it.

  57. Assumptions... by Anonymous Coward · · Score: 0



    "No, because most games depend more on the gpu rather than the CPU. The cpu is left to do tasks such as opponent AI, physics, etc, stuff that the dedicated hardware on the graphics card can't do."

    It's funny that we read the phrase "complexity/detail" applied to games and automatically assume it must refer to graphics... ;)

    Stuff like complex AI or detailed physics certainly may benefit here.


  58. Always some benefit by wren337 · · Score: 1

    Even if the app you're running isn't multithreaded you'll see some benefit from dual processor. After all, you're always running the OS as well as your application, including your wireless drivers and what have you. If nothing else you're saving a context switch by giving the application its own processor.

    1. Re:Always some benefit by rcpitt · · Score: 1

      Yeah - and for many the fact that their game runs full tilt despite the rest of the system sending spam and trying to crack into my linux systems with dictionary ssh attacks may well be worth the extra money ;)

      --
      Been there, done that, paid for the T-shirt
      and didn't get it
  59. Re:So Intel's going to be a year late ?. by chez69 · · Score: 1

    selling this year, instead of 2 years from now

    --
    PHP is the solution of choice for relaying mysql errors to web users.
  60. Re:So Intel's going to be a year late ?. by Anonymous Coward · · Score: 0

    Aww, the AMD fanboi got his po wittle feelings hurt by Intel's product plans.

  61. Re:So Intel's going to be a year late ?. by wren337 · · Score: 1


    When I was specing out a PC for my mother in law, she pointed at the case and said "I don't think I'll need that part". She wanted just the monitor, keyboard and mouse.

  62. 2Times the Spam, Trojans and Viruses by gelfling · · Score: 4, Funny

    Seriously. 75%? What do they think that much power will be used for? Do they dream that everyone will suddenly run out and plunk down $2500 for a machine that can Doom 3 faster than than plutonium doped lightening?

    I think all that power will used in the same way it always is. Malcontents will write more sophisticated malware. MS will release more shiny glittery gewgaws that do nothing except open up more security holes and antimalware vendors will write more complex and unwieldy antimalware applications. In the meantime all the corporate suits will demand more cumbersome elaborate corporate apps that are specifically written for dual core systems thereby requiring parallel track applications to be maintained while the old machines the suits abandoned still get cycled through the organization for 3 years. And for the first 12-16 months hardware vendors will experience hardware QA and BIOS screw-up hell as they try to appease the 15 year olds in the focus groups who demand 1337 dual core hawtness!!! It will suck and Intel will make make billions.

    1. Re:2Times the Spam, Trojans and Viruses by jakob_grimm · · Score: 1

      Wow, you're not bitter, are you?

      But with a 4-digit Slashdot ID, you probably have the right to be. :)

      --

      "No prints can come from fingers / If machines become our hands." -- Jack Johnson

    2. Re:2Times the Spam, Trojans and Viruses by Genza · · Score: 0

      Jobs are good. I'd like one someday.

  63. Gaming and multi-core CPU's by Anonymous Coward · · Score: 0

    Nearly every user will see a small increase in gaming performance from the start (assuming you don't downgrade in frequency). As previousely mentioned, there are applications that run in the background of games. The second core could take on the background application while the first is dedicated to the game.

    Now, not everyone will have something in the background sucking up a good deal of your CPU while you're playing. In fact, anyone who's watching their performance will close all possible background applications before gaming. However, with a multicore CPU you wouldn't have to bother doing this. I think the convenience is worth the $80 price difference (Intel).

    Also, if Intel comes through will this 75% deal (and AMD follows suite) then the dev's will have no choice but to take advantage of this technology. An expected factor of 1.8 (previousely mentioned) would be a huge increase in CPU power. This could lead to better physics/sounds/AI etc. Ever try cranking the physics engine in HL2 in a game with a lot of NPC's?

  64. No by eno2001 · · Score: 1

    Games don't drive hardware unless you are the CEO of Alienware or some hole in the wall computer shop that builds gaming systems. What will drive these CPUs to larger market share is virtualization. Microsoft's acquisition of Connectix alludes to that. I expect that they will take the virtualization technology and incorporate it into some vuture version of Windows in order to provide much more robust system recovery. Hard drive space is cheap, RAM is still relatively cheap and if Dual cores get cheaper and faster, the home user will probably be able to transparently take advantage of virtualization. That is what will drive the dual core market. That's the only reason I am considering a dual Opteron solution for the home server. (Expect to see home servers a commonplace fixture in the future. They will be called something else, but they will be home servers)

    --
    -"...bad old ideas look confusingly fresh when they are packaged as technology" - Jaron Lanier (Digital Maoism on Edge.o
  65. Re:So Intel's going to be a year late ?. by swb · · Score: 2, Interesting

    Where are AMD's dual core chips? Sure as hell can't buy them today...

    I had a vendor's SE tell me that AMD's dual core chips are "practically sitting in boxes at a warehouse" so that the day Intel starts shipping developer samples they can start shipping actual products to end users immediately, giving them a huge head start in terms of marketing and, if you believe they've already been manufacturing them, the ability to discount them faster than Intel can.

    I think that's a strange strategy, but I was also told that AMD has gotten burned by being too far ahead of the curve before (Athlon?); apparently having Intel do it, too, lends credibility and mindshare to technologies, enabling greater acceptance of an AMD solution.

    Of course this is conspiracy theory and marketing speak from an SE, so who knows, but it's not completely implausable. Having a huge supply of readily-MB-compatible dual core CPUs you can start shipping immediately as your competitor's product is just beginning production (and requires new mainboard designs to boot) could allow you to steal their marketing hoopla for your _available_ product.

  66. umm 75% of chip sales by Anonymous Coward · · Score: 0
    would people be willing to pay the extra for a dual when *most* won't have an OS (I'm looking at you Windows) to be able to handle it? Do the gamers want to pay for a new OS too? Nah, I think is way too much marketing hype (ie please buy our shares now)

    Ciao

    PS Yep, I know most gamers will fork out the money but no-way will gamers give that 75% figure. You need ordinary folks buying in to get 75% sales figures.

  67. Re:So Intel's going to be a year late ?. by Anonymous Coward · · Score: 0

    I kind of doubt this story since neither Intel nor AMD have ever done a very good job of keeping their product plans secret. If AMD even had samples out there, we'd know about it.

  68. It's all about critical mass by rudi_v · · Score: 1

    Who will spend the extra money on dual core CPUs if there are "no" games taking advantage of them ?
    Who will spend money developing games for dual core CPUs if there "no" dual core machines ?

    1. Re:It's all about critical mass by DeadScreenSky · · Score: 1

      But it will happen regardless of this PC chicken-and-egg problem because of the consoles. Both MS' and Sony's next-gen consoles will use multi-core CPUs (Nintendo probably will as well). Assuming this will give some kind of performance advantage (and at least in some areas like AI and physics it almost definitely will), PC-exclusive devs will have to follow suit soon enough.

      --
      There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
  69. I think you misunderstand my point by JSBiff · · Score: 1
    That would put the pressure back where it should be - on the level designers - to make sure that each segment was challenging enough so that a player couldn't pass through two loadzones simply by running so fast that the first zone hasn't fully loaded yet and wind up in a scary blank world full of placeholder objects.

    Well, that is one approach to getting rid of loading screens, yes, and I've seen that used in some games.

    But, every game at some point has a load screen, whether it is when you initially enter to world, or use some sort of 'rapid-travel' system, like teleportation, portals, shuttles/boats, etc. Or, in FPS games, when you just finish one map, and everyone goes on to the next map in the cycle.

    My point is, when you have the inevitable load screen up, because at some point you have to, at least let the players chat, quit, and do other meaningful interactions with the program while it loads.

    Another example of things to do while the map loads: In the game Wolfenstein: Enemy Territory, about the first thing you have to do when you start playing a map, is select what team you want to be on, what class you want to play (e.g. medic, field ops, soldier, covert ops, engineer), and sometimes, what spawn point you want to appear at in the game.

    It would be very cool if I could select those options while the map is still loading, instead of being forced to wait until it has completely finished loading. Since my computer is a little slower than some people's, and some ET servers have a *very* short 'warm-up' period between matches, I very often find myself loading with like 2 seconds until the game starts. Which means that by the time I've selected team/class/spawnpoint, I've missed the first spawn of the game. (And many a game is won or lost in the first 30 seconds, sadly). Being able to interact with the game, and make these choices while I wait for the map to load, would be good user-interface design, enabled by multi-threaded techniques (that is, the game engine is loading the map/zone in one thread, and doing UI/chat/control stuff in another thread).
    1. Re:I think you misunderstand my point by doodlelogic · · Score: 1

      It is surely possible to reserve system resources to allow you to carry out those functions without multi-threading...

  70. now both my spywares can run at the same time? by Anonymous Coward · · Score: 0

    Laugh, it's funny.
    Or groan if it's not.

  71. No ned for A.I board by essreenim · · Score: 0
    No need. Graphics -> very matrix / vector multiplication, transfomation intensive .. x86 unsuitable. Need for dedicated GPU. AI - Really just raw processing intensive. traversing tree structures / accessing memory. Conventiona x86 processors are suitable for this.

    Physics - different ball game. In the future we really will need dedicated physics hardware...if even for geek amusement.

    :)

  72. Haskell, declarative parallelism by shapr · · Score: 5, Interesting
    This is discussed in great detail in this thread on lambda-the-ultimate.org The Free Lunch Is Over: A Fundamental Turn Toward Concurrency in Software. The summary as I see it is
    • declarative parallelism will always scale better than threads or whatever else
    • micro-optimizations will always be faster than declaractive parallelism
    Manual parallelism won't scale well from one core to sixty-four cores, but will be faster in static situations like running on one Cell CPU in the PS3 where the configuration is known at design time of the app.
    This is the same trade-off as manual memory allocation versus garbage collection. Garbage collection is easier and more automatic than manual memory control in C, but if you put enough effort in a C program will be more efficient than a GC-using program.
    So the essence of the answer is that declaractive parallelism gives you development speed, but manual parallelism gives you execution speed. You choose what you want.
    I have a two CPU machine right now, and I'm very much looking forward to the rumored SMP version of Haskell that uses Software Transactional Memory. That's gonna rock!
    --

    Shae Erisson - ScannedInAvian.com
  73. Re:cue the dupe-checker jokes by bombshelter13 · · Score: 1

    Even more importantly, it will allow for more efficient duping. One core can be working on posting a story, while the other core posts the exact same story. This way there wouldn't be that irritating lag while you wait for the dupe to be posting.

  74. Current Engines by meggito · · Score: 1

    Well, we've had a lot of engines come out recently such as the new Half-Life, Doom III, etc.

    Games are usually built on such engines because the licensing fees greatly reduce costs over writing your own engine. It seems to me that there will be no main-stream use of dual-core processing in gaming until the engines start taking advantage of it.

    Some games, such as WoW, where they build their own engine could begin taking advantage of this sooner but we will not see this in mainstream gaming until the next set of engines come out. Then we're going to have to take a look at whether they run dual-core or, likely, those new fangled cell processors.

    I'd say we have some time to wait.

  75. Two is better than one by 99BottlesOfBeerInMyF · · Score: 1

    Having multiple processors or multiple processor cores provides more of an advantage in a number of ways, than just having a single processor that is twice as fast. You may notice most animals have two eyes. The reason is that when one eye gets poked out by a sharp stick, the animal can still see. Similarly, when a thread loops and tries to monopolize your entire processor, having a second one means your machine is still responsive. There are performance hits involved in multithreading, but the advantages of more scalable code, more redundancy and reliability, and more ability for parallel operations make moving to multiple processors and cores a more significant improvement, IMHO, than doubling the speed of a processor.

    1. Re:Two is better than one by Anonymous Coward · · Score: 0

      right. yeah. those wider field of view and binocular vision thing are just fringe benefits. let's just see how redundant your left eye is next time you take a drive, shall we?

    2. Re:Two is better than one by 99BottlesOfBeerInMyF · · Score: 1

      wider field of view and binocular vision thing are just fringe benefits

      Actually, they are. Most creatures can survive just fine with one eye. Most die with no eyes. This is not to say that a wider field of vision, more quickly processed depth perception, etc. are not very useful, they are just probably not the evolutionary cause of multiple eyes. Just look at all the other symmetry in the body, two lungs, two kidneys, etc. Two lungs provide redundancy more than volume. Eyes most likely follow the same pattern.

  76. Dual "The Core" advantages are substantial by Anonymous Coward · · Score: 0

    Games will most definitely benefit immediately from dual-"The Core" technology. Until now, programmers could only have either the theatrical OR the director's cut of "The Core" loaded into the processor at any one time. It is well known that all games use the Plot_Ideas_From_The_Core( _crapin, _crapout) library built into the x86 architecture. Therefore all games in existence suck, save the clever !_crapout work-around developed by John Carmack. Enabling simultaneous access to both versions of "The Core" via the theatrical/directors context switch will enable real-time mixing of various _crapout plot nuances, which if done in a random enough way, may actually make the story of "The Core" make a little sense.

    The is some concern about upgradability, however. As many may fear, "The Core 2" is probably in production at some secret subterranean (sic) location. When it is released, game publishers will quickly migrate to dual-"The Core 1-2" technology, enabling a whole new era of Games That Suck, in ways we can only imagine. Therefore there is considerable noise in the community for re-writable "The Core"s. Intel is hesitant to produce such a chip, as enthusiasts are certain to defeat the "The Core"-DRM and overwrite it with whatever they please. I for one think lowly of such scofflaws, as supplanting "The Core" technology with anything else robs oscar-collecting Hillary Swank of the recognition she so richly deserves for starring in this gem of a film. It is rumored an unlicensed open-source dual-"The Matrix 1-2" port is in the works, which results in an instant 7-8 order-of-magnitude improvement in game quality across the board, without any tweaking! Hah, fat chance! IMHO, nothing beats an infinite-heat-capacity drilling sausage boring into a super-colossal mantle-geode plot twist.

    On second thought, maybe anything does.

  77. sort of by Anonymous Coward · · Score: 0

    Well,
    I've seen methods and libraries that allow you to sort of 'ghetto-multithread' without actually using system thread facilities to accomplish it.

    But ultimately, it comes down to something that is conceptually similar to multi-threading. That is, multiple semi-independent paths of execution that appear to happen simultaneously.

  78. Dual "The Core" advantages are substantial by aschoeff · · Score: 1

    Games will most definitely benefit immediately from dual-"The Core" technology. Until now, programmers could only have either the theatrical OR the director's cut of "The Core" loaded into the processor at any one time. It is well known that all games use the Plot_Ideas_From_The_Core( _crapin, _crapout) library built into the x86 architecture. Therefore all games in existence suck, save the ciever !crapout work-around developed by John Carmack. Enabling simultaneous access to both versions of "The Core" via the theatrical/directors context switch will enable real-time mixing of various _crapout plot nuances, which if done in a random enough way, may actually make the story of "The Core" make a little sense.

    The is some concern about upgradability, however. As many may fear, "The Core 2" is probably in production at some secret subterranean (sic) location. When it is released, game publishers will quickly migrate to dual-"The Core 1-2" technology, enabling a whole new era of Games That Suck, in ways we can only imagine. Therefore there is considerable noise in the community for re-writable "The Core"s. Intel is hesitant to produce such a chip, as enthusiasts are certain to defeat the "The Core"-DRM and overwrite it. I for one think lowly of such scofflaws, as supplanting "The Core" technology with anything else robs oscar-collecting Hillary Swank of the recognition she so richly deserves for the film. It is rumored an unlicnesed open-source dual-"The Matrix 1-2" port is in the works, which results in an instant 7-8 order of magnitude improvement in game quality across the board, without any tweaking! Hah, fat chance! IMHO, nothing beats an infinite-heat-capacity drilling sausage boring into a super-colossal mantle-geode plot twist.

    On second thought, maybe anything does.

  79. Not multithreaded? by Blitzenn · · Score: 1

    Most new games ARE multi-threaded. They have to be to even work in today's environments (and be worth a hoot). The problem is not an overall multithreading problem at all. It's a problem of allowing for branch code within the main processing routine. The code needs to be based more on modules supplying pieces of pertainant information back to the main thread instead of the main thread supplying information to the outlying threads. Think of it in this way; let's use how Battlefield 1942 works in multiplayer. Each user's PC is running it's own code and sending back small pieces of resultant data concerning the single user's placement and collision informationa back to the main thread, (aka main server), for integration back into the whole (the map with all of the players on it). Each piece is working independently (each individual player) yet is sharing data back with the main and the main rolls out new data to control the direction of the underling processes (data back to each individual player again).

    That's what needs to happen to take advantage of multiprocessor cored CPU's. Multi-process code, not multi-threaded code. Multi-threading is old hat stuff and nearly every piece of code you see today can multithread.

  80. Really? by cruachan · · Score: 1

    I do wish the slashdot editors would consider moving ahead rapidly with their use of english. This article is extremely badly written. Possibly the editor's duel core brain is not communication between the two hemispheres?

  81. Re:So Intel's going to be a year late ?. by Dark+Lord+Seth · · Score: 1
    Yes, but since the core of Intel's marketplace consists of people who see a monitor and think it is the computer, this is a barrier that Intel can easily hurdle.

    Steve Jobs called. Something about iMac G5 and some rather unpleasant remarks about Intel.

  82. Re:Huge increase in game complexity? Maybe. by adam31 · · Score: 2, Interesting
    But there are some tasks that can be done by both CPU and GPU but are generally assigned to the GPU. For instance, you can generate a stencil shadow volume in a vertex shader... it's just very wasteful of the GPU. You can also animate characters on the GPU, but they have to be retransformed to do multi-pass effects. So if the game is GPU-bound, a good idea is moving these tasks to the CPU.

    Honestly, working on a dual-core CPU, you could create 2 threads-- 1 that just does character animation and silhouette/shadow volume generation, and another that does physics/AI. And you'd have very well balanced processor usage and better GPU efficiency (depending on the game of course).

  83. Re:So Intel's going to be a year late ?. by Lonewolf666 · · Score: 1

    Big corporate customers are slow to switch. I expect Intel to lose a few more percent in market share, but eventually they will get over the abomination called "Prescott" and release something that is a real competition for the Athlon64.
    Maybe a quad-core 64 bit Dothan. At 20 Watt heat dissipation/core such a chip might be viable.

    --
    C - the footgun of programming languages
  84. Dedicating cores to certain jobs by Ride-My-Rocket · · Score: 1

    What I'd like is the ability to assign a single core to processing background apps. I run various anti-virus, anti-popup and anti-spyware applications that suck up a lot of the juice that my ancient 600mhz would otherwise make available to the rest of my system; as such, it's painful to even switch quickly between applications. Offloading those responsibilities to a dedicated core, and having the other core to use for immediate use, would be awesome.

    1. Re:Dedicating cores to certain jobs by The_reformant · · Score: 1

      i suspect offloading these processes to a newer single core would make more sense economically

      --
      I have discovered a truly remarkable sig which this post is too small to contain.
  85. Errors of Tomorrow by KrackHouse · · Score: 1

    I'm working on a driving simulator and we're wondering how to take advantage of these new dual core chips. Should one cpu handle physics and the other graphics/shadowing? Can we assign one core to each tire and have more advanced tire models? I have a funny feeling that there is about to be a huge shortage of people that can design to take advantage of the multiple CPUs.

    --
    What if Digg added local news and a Slashdot inspired comment karma system? ---
    http://houndwire.com
    1. Re:Errors of Tomorrow by Ahnteis · · Score: 1

      You shouldn't assume you know how many cores there will be. Properly divide your various tasks and make them communicate together. Let the OS worry about which thread goes to which processor and how to schedule them.

      I think you're right about having a shortage of people. Sadly, I am not one of them either.

    2. Re:Errors of Tomorrow by Sebastopol · · Score: 1

      You should take a look at some multithreaded code sometime. It is rare that the application designates the processor affinity. Generally the programmer starts a new thread and lets the O/S schedule it, as it and the HAL are more aware of any assymmetries in the underlying logical CPU structure.

      It will have an advantage right out of the box: windows already schedules hundreds of threads and processes, it will automagically take advantage of the extra resources. Same goes for SMP linux cores.

      This wasn't the case 10 years ago, but due to dedicated individuals and market forces, modern OSes are multi-core ready.

      --
      https://www.accountkiller.com/removal-requested
  86. Won't make memory latency *worse* by Daniel+Jansen · · Score: 1

    Dual core processors let you run (a) two cores at just over half the speed of equally powerful single core processors or (b) two cores at the same speed as single core processors with nearly twice the horsepower.

    In neither case will dual core processors increase memory latency. In fact, by using a slower clock speed, the memory latency is reduced in terms of clock cycles.

    Further, as CPUs grow larger and larger onboard caches, they make fewer calls to main memory - and latency becomes less of a factor.

  87. Nested Data Parallelism with Array Unrolling by shapr · · Score: 1

    I suspect both general purpose and scientific computing can benefit from nested data parallelism.
    The Nepal Project at the University of New South Wales concentrates on Multiple Program Multiple Data (MPMD). In a nutshell, any problem that can be specified as array operations can be flattened, unrolled, and automatically parallelized. This is not the holy grail of general purpose transparent parallelization of purely functional programs, but instead nested data parallelism. This extends research done in data parallel languages such as Nesl, Sisal, and really nifty algorithm shape research done in FISh.
    This is the best approach to transparent parallelism that I've seen yet. Anyone know anything better?

    --

    Shae Erisson - ScannedInAvian.com
  88. Misinformation by Daniel+Jansen · · Score: 1

    Except for the high end, Macs are single CPU computers. The Power Mac G5 is available in three dual-processor versions - and a single-processor one.

    Yes, Apple has been using multiple processors for a long time - August 1996 with the Power Mac 9500/180MP. And they reintroduced the concept with the July 2001 Power Mac G4s. However, it wasn't until OS X that the Mac OS could really take advantage of multiple procesors.

    As for multiple cores, if dual-core G4 or G5 CPUs were available, I'm sure they would use them. POWER is not the same thing. Apple cannot use what does not yet exist.

  89. Irony or just funny coincidence? by Ahnteis · · Score: 1

    I assume you mean duAl-core brain. However, the idea of the separate halves dueling may also be appropriate.

    1. Re:Irony or just funny coincidence? by cruachan · · Score: 1

      precisely

  90. Re:So Intel's going to be a year late ?. by Sebastopol · · Score: 1

    people who see a monitor and think it is the computer

    Uhh, Macdroid: have you ever seen an iMac? Apple is responsible for what you are blaming on Intel.

    Doofus.

    --
    https://www.accountkiller.com/removal-requested
  91. I can't say I care yet... by tyresyas · · Score: 1

    And won't until Front Side Bus speeds increase. That and data access speeds (from Hard Drives) are still and will continue to be ginourmous bottlenecks in a system. One think you have to say for Apple, a 1.25 GHz bus is nothing to balk at compared to Intel/AMD...

    1. Re:I can't say I care yet... by Some_Llama · · Score: 1

      "One think you have to say for Apple, a 1.25 GHz bus is nothing to balk at compared to Intel/AMD..."

      That's weird, I just saw an article on Doom3 performance on a g5 compared to AMD or Intel based PCs, guess who won? Even with their "smaller" bus speeds?

      Yah you know who (even if you don't want to admit it) on the scale of 20% or so faster.

      (ps it was the PCs :P)

    2. Re:I can't say I care yet... by tyresyas · · Score: 1

      Will you post it? I'd read it =)

    3. Re:I can't say I care yet... by Some_Llama · · Score: 1

      here ya go :)

      http://www.macworld.com/news/2005/03/02/doom3/in de x.php

      I don't use any formatting so you might have to find the space and remove it when you cut and paste...

      cheers

  92. Multi-core hack from Intel - Module not true DC by Anonymous Coward · · Score: 0

    Intel's "dual core" hack is nothing more than 2 cores on two pieces of silicon in one convenient package. Quoting from the anandtech article covering IDF,

    "Remember that chip defects increase by surface area, so manufacturing one very long piece of silicon lends itself to higher defects than two smaller pieces of silicon. Pressler, the 65nm chip we talked about earlier today, gets around this by actually using two separate pieces of silicon for the two 65nm cores - Pressler also uses the 65nm process to enable a full 2MB of cache per CPU, that's 4MB of total cache on a desktop processor."

    This is a sad hack from the Intel Juggernaut. As opposed to the solution AMD built a few years ago, from scratch it was designed for a multicore future to be made from one die, hypertransport, the whole 9 yards.

    I'll take AMD's dualcore over this hacked up "MODULE" intel is offering.

    1. Re:Multi-core hack from Intel - Module not true DC by radiojock · · Score: 1

      First and foremost, you are full of shit. You have no idea what you are talking about and quite frankly you are probably spreading FUD for AMD, I SAW the Intel CPU today, it is no bigger than the standard CPU, and for the mobile version it runs very cool. AMD on the other hand has just shown tricks and no real proof of their DC cpu.

    2. Re:Multi-core hack from Intel - Module not true DC by Aardpig · · Score: 1

      AMD have already given demos of their dual-core chips (a few months ago, IIRC). The Opteron architecture -- through its hypertransport memory bus, with on-die memory controllers -- has been designed from the get-go to be a multi-core component.

      Intel, on the other hand, will be fitting two independent chips into the same piece of silicon. Since there is no on-die memory controller, a new motherboard will be required to use Intel's DC chips. The reason why the package size is the same, is that they are die-shrinking each chip.

      You obiously don't have a fucking clue what you are talking about. You muppet.

      --
      Tubal-Cain smokes the white owl.
  93. Honest question by DesiVideoGamer · · Score: 1

    Do I have to deal with 2 core dumps for every SEGFAULT?

    1. Re:Honest question by jasmusic · · Score: 1

      No. Execution engines are being replicated via multicore, not the memory.

  94. The new celeron? by Anonymous Coward · · Score: 0

    So does this mean that the next-gen celeron will be a dual-code CPU set to use only a single core because one core doesn't pass all the QA tests?

  95. It's only 2X the performance, though by Anonymous Coward · · Score: 0
    When game manufacturers start to release games designed to take advantage of this, are we going to see a huge increase in game complexity/detail ...

    Two cores cannot be more than 2X the performance of one core, and will always be less because of resource conficts within the system/OS.

    While 2X performance is nothing to sneeze at, it doesn't seem to me like game complexity is limited by the main CPU speed more than anything else. If it were, then hard core gamers would already have multiple CPU systems, and that isn't the case. So, I can only conclude that the current limit to games isn't main CPU horsepower but something else. Either that, or gamers have pushed for some other performance that doesn't require more main CPU horsepower to provide (framerate maybe?). It seems to me that gamers will have to start wanting the things that increased main CPU horsepower can give them before the game companies will respond in a big way. Either that or wait until a critical mass of multiple CPU game systems are already out there.

    Will we see complexity increase? Sure. Will it happen suddenly? Probably. However, there will also be a significant lag between the availability of the dual core CPU systems and the games starting to really take advantage of them.

  96. Depends on the typo of the game by orim · · Score: 1

    I couldn't disagree more.

    The console will always be limited by its simplicity, i.e. no keyboard. The console was invented because little Billy, who's 5, doesn't need to know how to install the latest OS to play a game. He doesn't need to be picking out the keyboard, the sound card, any of the peripherals, it's there for him.

    So since it's all prepackaged, everything has to be dumbed down to the lowest common denominator, whatever pad gets distributed with the game.

    Even if you include the keyboard with the distribution, the console lives under your TV. You can't wave a mouse in the air and a keyboard on your lap is just too uncomfortable.

    ALL OF THAT means that the consoles have their niche game market, FPS's, flying and driving games. (I don't even understand how the FPS's work with the freaking gamepad - aiming must be horrible - but I digress). Consoles = short, interruptable fun.

    If you want strategy, true RPG, etc, etc... they simply can not be made with the same quality for the console as they can for a full fledged PC.

    And also, the PC will always have the performance edge over the console. True, the console's OS can be minimal, but at the end of the day, it's either the raw speed of the main CPU or the specialized hardware (100% DirectX9.0 compliant video cards) that will win the day... there's no amount of software optimization that will win against pure hardware. The consoles will always be behind in that arena.

    Besides, consider the primary output for each. Most consoles are still hooked up to TV's! Even with HDTV, modern monitors outperform them (refresh rates, resolution). Modern CRT monitor vs. regular TV - there's just no comparison.

    --
    "If you could only see what I've seen with your eyes..." - Roy Batty
  97. local Australian coverage by renai42 · · Score: 1

    local Australian coverage can be found here by the way :-)

    --
    Digital Philosopher. Looking for work.
  98. Re:So Intel's going to be a year late ?. by stor · · Score: 1

    All in all I see that Intel is going down unless they do something quick.

    Did I miss the memo? Is Intel the new Apple or something? Must we keep hearing the same old bullshit speculation that, apparently "Intel is Dying!" ??

    I'm no Intel fanboi (I run AMD at home) but unless the AMD chips start sucking my dick I just don't see the massive difference some of you claim is there.

    Cheers
    Stor

    --
    "Yeah well there's a lot of stuff that should be, but isn't"
  99. I never said multi-cpu, I said multithreaded by JSBiff · · Score: 1

    Ok, granted the main article that this discussion forked from was about multi-cpu cores. But, it also talked about multi-threaded game programming.

    It's true that you don't need multiple cpu's to take advantage of multi-threading. Something like my suggestion could probably do well in multiple threads on the same cpu, as the 'secondary' thread of execution (e.g. chat and control) really wouldn't require a lot of cpu-time.

  100. Why do it the hard way? by JSBiff · · Score: 1

    Yes, you are correct. You can, in any program, create 'ghetto threads', by breaking up your functions in small chunks that you can call repeatedly, and setup program execution to cycle through them.

    But, for doing this, it really makes more sense to break it into multiple threads. That way, you can write a simple function that loads the map/zone, and another simple function that handles chat and UI stuff, and just tell the system to run both threads. (Granted, it adds some other complexity, like which thread is controlling the screen - you'd need some communication to transfer screen control from the UI thread to the game engine thread once the map loads.) And, while the benefit would probably be negligible in this case, you do get the benefit of being able to run on multiple cpus in multi-cpu systems. And, it would still probably work ok in single-cpu/single-core systems.

  101. The Dual Core Scam by OrangeTide · · Score: 1

    When all major manufacturers move to selling primarily dual core desktops, that means your average joe, who only needs one cpu will be forced to buy two. Just think, in the future we will still need just as many computer, if not more. But intel will be effectively selling twice as many cpus as before. And don't give me "but you get two for the price of one". In retail when you get two bunches of bananas for the price of one, it's a trick to get you to buy FOUR bunches of bananas. Oh and now you need to buy some Nilla Wafers and ice cream to use up these extra "free" bananas. You can expect Intel, AMD and possibly VIA to use the same line of reasoning to justify offering a consumer-level dual core processor.

    --
    “Common sense is not so common.” — Voltaire
  102. Re:So Intel's going to be a year late ?. by Your+Average+Joe · · Score: 1

    Intel is dying this year. They bet the farm on the Itanium and nobody wants the itanium. They expected 28 billion and only sold 1.4 billion.

    I smell the stink.

    --
    Your Average Joe
  103. Intel debutes with Workstation dual cores by edxwelch · · Score: 2, Interesting

    If I remember correctly Intel's dual core debute is a workstation processor, while AMD will have their Opteron dual cores first.
    Dual core processors make more sense in a server than a workstation.

  104. Oracle by Dachannien · · Score: 1

    Of course, according to Oracle, the number is actually 150%.

  105. Freescale shipping Dual-Core 64-bit PowerPC by skeptictank · · Score: 0

    Freescale has been shipping dual-core 64-bit PowerPC processors since the middle of last year. Though they haven't released any press statements, they have been telling us to expect a 4-core die eval board in 8 more months. I don't know if Apple is using the 86xx series cores or if they expect too soon, but they have been available for a while now.

    Another thing to remember is that PowerPCs were 'hyper-threaded' from the beginning. Even the elderly 603 could dispatch multiple instructions per clock.

  106. adjusting the programs run speed by doorbender · · Score: 1

    I think there was something in the PIF that lets you change the speed the program operates at and the amount of ti m e the cpu i s monopolized by the program.

    --
    "He's a real midnight golfer"
  107. Hardware design/simulation with Haskell by shapr · · Score: 1

    Check out Lava at Xilinx, Lava at Chalmers, Hawk, the Hardware Design and Synthesis section of Haskell Application Papers on readscheme.org.
    The links above lead to programs that are used by companies like Xilinx and Intel to help designers build better chips with existing technology. There are more interesting hardware approaches being investigated with Haskell. Two that come to mind immediately are quantum computing and dataflow-based simulations more related to the Lustre and Lucid languages. Though I do know of some unfinished research in the dataflow/hardware design area, I can't find any published papers at the moment.

    One day I'll get around to buying a PCI card with a FPGA and use Haskell to turn it into a reprogrammable coprocessor. So many cool things to learn, so little time...

    --

    Shae Erisson - ScannedInAvian.com
    1. Re:Hardware design/simulation with Haskell by Sebastopol · · Score: 1

      Thanks for the great links!

      --
      https://www.accountkiller.com/removal-requested