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.
Creating a GPU that won't run existing games well (or at all) never made sense. Some people fantasized about forcing gamers to buy a rasterization GPU and a separate raytracing GPU, but those are probably the same fools who bought PPUs and Killer NICs.
Colonel Mustard, in the library, with a wrench.
Tom Forsyth is a lesser-known name in graphics but, having read his blog and exchanging emails with him on a couple occasions, I assure you all that he really knows his stuff. He's been a graphics programmer on early game consoles, software engines, video codecs, and other modern things. The man knows 3D and has mapped it to some low-end and odd-ball hardware. I'm sure he's gotten his head around Larrabee quite nicely.
It isn't as though they are only going to sell to true believers or anything. Just wait until it comes out, then evaluate it. At this point I don't really have an opinion one way or the other. Intel certainly has the know how and the fabrication tech to make a good GPU, but they also have the ability to miss the boat. I'll simply wait until it is real silicon that I can purchase before I concern myself with it. It'll either be competitive or it won't, we won't know until it is out and real tests are done.
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.
This sig does not contain any SCO code.