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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?"

36 of 306 comments (clear)

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

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

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

    less heat generated. more bang per watt.

    1. 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. 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 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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    2. 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?
    3. 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.

    4. 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.

  4. 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?

  5. 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.

  6. 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 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.

    2. 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

    3. 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
  7. 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.
  8. 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.

  9. 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.

  10. 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?

  11. 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.
  12. 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.

  13. 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.
  14. 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.
  15. 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
  16. 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.
  17. 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.

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

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

  19. 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
  20. 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.

  21. 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?
  22. 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.

  23. 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.

  24. 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.

  25. 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
  26. 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.