Larrabee Team Is Focused On Rasterization
Vigile writes "Tom Forsyth, a well respected developer inside Intel's Larrabee project, has spoken to dispel rumors that the Larrabee architecture is ignoring rasterization, and in fact claims that the new GPU will perform very well with current DirectX and OpenGL titles. The recent debate between rasterization and ray tracing in the world of PC games has really been culminating around the pending arrival of Intel's discrete Larrabee GPU technology. Game industry luminaries like John Carmack, Tim Sweeney and Cevat Yerli have chimed in on the discussion saying that ray tracing being accepted as the primary rendering method for games is unlikely in the next five years."
Intel has been saying with each and every iteration of graphics hardware that it's created that it would be 'competetive'. None have been except at the very, very low end. I like Intel's CPU's quite a bit, but I have heard the boy who cried wolf too many times from them with regards to GPU's to take them very seriously at this point.
Then why did you call these graphic engine experts "old men" as if they are just set in their ways? It sounds to me like they know just what they are talking about.
It's been my experience in the software world that people are incredibly stubborn about dropping old, familiar technology when something better comes along. It's certainly not limited to these folks. But even the smartest people get blinded by the familiarity of their ways.
Also, given that hybrids are a no-brainer, I bet both pure raytracers and rasterizers will be extinct in games. Cache coherency problems can be fixed by making an enormous cache, or simply making the RAM itself so damn fast it doesn't matter anymore. Ehrm
2. Algorithmic complexity will always come back to haunt you. O(nÂ) will always be worse than O(n), unless you have small scenes. So you have your geforce19000 and can render
3. You could have said path tracing or photon mapping at least.
Finally, these people don't particularly favor raytracing simply because it does not pay off for games. Games usually don't feature fully shiny scenes, games are expected to run at interactive framerates. In, say, 5 years, entirely new (and demanding) effects are en vogue; if raytracing steals too much time, it will be dropped, its results faked. This is what the "old men" do all the time in their games: fake. In the offline world, things are wildly different, so don't compare them.
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Read the article - Larrabee is designed for general purpose programmability.
If your motherboard has Larrabee you could use it for the physics calculation while your add-in GPU does the graphics.
This makes a whole lot more sense than trying to get a single GPU to do both tasks.
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