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Intel Reveals More Larrabee Architecture Details

Ninjakicks writes "Intel is presenting a paper at the SIGGRAPH 2008 industry conference in Los Angeles on Aug. 12 that describes features and capabilities of its first-ever forthcoming many-core architecture, codenamed Larrabee. Details unveiled in the SIGGRAPH paper include a new approach to the software rendering 3-D pipeline, a many-core programming model and performance analysis for several applications. Initial product implementations of the Larrabee architecture will target discrete graphics applications, support DirectX and OpenGL, and run existing games and programs. Additionally, a broad potential range of highly parallel applications including scientific and engineering software will benefit from the Larrabee native C/C++ programming model."

123 comments

  1. Good old SIGGRAPH by Gothmolly · · Score: 5, Insightful

    With the supposed death of Usenet, the closing of PARC, and the general Facebookification of the Internet, its nice to see a bunch of nerds get together and geek out simply for the sake of it.

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    1. Re:Good old SIGGRAPH by TheRaven64 · · Score: 5, Informative

      Unlike, say, any other academic conference where exactly the same thing happens. People don't go to SIGGRAPH for the sake of it, they go because it's the ACM Special Interest Group on GRAPHics main conference and getting a paper accepted there gets people in the graphics field a lot of respect. Many of the other ACM SIG* conferences are similar, and most other academic conferences are similar in form, but typically smaller.

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    2. Re:Good old SIGGRAPH by Guy+Harris · · Score: 1

      the closing of PARC

      Eh?

    3. Re:Good old SIGGRAPH by Duncan3 · · Score: 2, Interesting

      Other areas of CS have multiple conferences throughout the year. Graphics has only one, and that's SIGGRAPH. If your paper is not accepted at SIGGRAPH, you are considered to have done nothing worthwhile that year. You could win every special effects award in Hollywood, but no SIGGRAPH paper = no cred.

      That's just how it works.

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    4. Re:Good old SIGGRAPH by TheRaven64 · · Score: 2, Informative

      Not really. A lot of good papers go to IEEE Visualisation and a few other conferences. Outside the US, Eurographics is pretty well respected too. SIGGRAPH is the largest conference, and probably the highest impact factor, but it's certainly not the only one people care about.

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  2. Trying to fight the trend toward specialization? by yoinkityboinkity · · Score: 4, Insightful

    With more and more emphasis going toward GPUs and other specialized processors, I wonder if this is to try to fight that trend and have Intel processors able to handle the whole computer again.

  3. Re:Good news by morgan_greywolf · · Score: 5, Insightful

    This is good news for Mac mini and MacBook users.

    How so? Has Apple announced that it will adopt Larrabee for the Mac Mini or the MacBook? No. All you have are rumors and speculation by MacRumors and Ars Technica. When Apple says they will adopt the Larrabee GPU, then you can say that it is good news for Mac users of any stripe. Until then, it's just Intel news, not Apple news.

  4. Ray Tracing -v- Rasterization by mosel-saar-ruwer · · Score: 0


    Neither the summary nor TFA itself mentions the words "Ray Tracing" or "Rasterization".

    Am I missing something here?

    1. Re:Ray Tracing -v- Rasterization by Anonymous Coward · · Score: 4, Informative

      No, because the article is about Intel explaining that the purpose of Larrabee is NOT to be specialised like that. It's meant to be a completely programmable architecture that you can use for rasterization, ray tracing, folding, superPi or whatever else you want to program onto it.
      Basically, they're trying to say "it's not REALLY a GPU as such, it's actually a really fat, very parallel processor. But you can use it as a GPU if you really want to".

  5. Re:Good news by Yvan256 · · Score: 1

    I think it depends on how much Larrabee will cost, however with what we know so far Apple seems to be heading into multi-CPU architectures, so using Larrabee would make sense.

  6. Re:Good news by oldhack · · Score: 4, Funny

    This is good news for Mac mini and MacBook users. But I can't stand them.

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  7. Re:All right STOP TURNING JAPANESE by morgan_greywolf · · Score: 1

    You know I'm turning Japanese, you know I'm turning Japanese you know I think so. (FWIW, the parent is probably referring to the word 'Facebookification' because he apparently has that English is slowly adopting the Japanese practice of positional grammar by verbifying nouns and nounifying verbs.

  8. OpenGL by B5_geek · · Score: 0

    I get a warm-fuzzy feeling seeing that OpenGL isn't dead. I was first and best impressed with it when I played NeverWinter Nights, why hasn't it caught on more? Why don't more Open Source Games use it (as opposed to reusing the Quake engine)?

    --
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    1. Re:OpenGL by TheRaven64 · · Score: 5, Informative

      The Quake engine uses OpenGL (or its own software renderer, but I doubt anyone uses that anymore), so games based on it do use OpenGL. Most open source games that use 3D use it, as do most OS X games, and quite a lot of console games. OpenGL ES is supported on most modern mobile phone handsets (all Symbian handsets, the iPhone and Android) and the PS3. I don't know why you'd think OpenGL was dead or dying - it's basically the only way of writing portable 3D code that you want to benefit from hardware acceleration at the moment.

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    2. Re:OpenGL by Ed+Avis · · Score: 4, Interesting

      The Quake engine uses OpenGL (or its own software renderer, but I doubt anyone uses that anymore),

      Isn't the point of Larabee to change that? With umpteen Pentium-compatible cores, each one beefed up with vector processing instructions, software rendering might become fashionable again.

      --
      -- Ed Avis ed@membled.com
    3. Re:OpenGL by Anonymous Coward · · Score: 2, Informative

      You still need an API - which OpenGL provides. On the hardware side of things, few chips actually implement the (idealized) state machine that OpenGL specifies, it's always a driver in between that translates the OpenGL model to the chip model.

    4. Re:OpenGL by Austerity+Empowers · · Score: 1

      There's a difference between the quake engine and OpenGL. OpenGL is just a graphics library, it pretty much just outputs primitives.

      The Quake engine manages meshes, does collision detection, handles all the mess of drawing the right textures for the right models, managing lighting etc.

      If there were an OSI model for graphics, OpenGL would be layer 4, and the Quake Engine would be layer 5/6.

    5. Re:OpenGL by Anonymous Coward · · Score: 0

      Actually most consoles DON'T use OpenGL, they use their own implementation that may (or may not) be somewhat similar to it.
      Consoles typically let you deal directly with the hardware (Through their own APIs) instead of OpenGl.

    6. Re:OpenGL by TheRaven64 · · Score: 3, Informative

      OpenGL is just an abstraction layer. Mesa implements OpenGL entirely in software. Implementing it 'in hardware' doesn't really mean 'in hardware' either, it means implementing it in software for a coprocessor that has an instruction set better suited to graphical operations than the host machine.

      Sure, you could write your own rasteriser for Larrabee, but it wouldn't make sense to do so. If you use an off-the-shelf one then a lot more people are likely to be working on optimising it. And if you're implementing an off-the-shelf rasteriser, then implementing an open specification like OpenGL for the API makes more sense than making everyone learn a new one, and means that there's already a load of code out there that can make use of it.

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    7. Re:OpenGL by mikael · · Score: 1

      If you are going to replace the GPU for rendering, then you are going to have to replace the Z-buffer (for depth-testing), triangle rasterisation with hardware texture mapping with fragment shaders, hardware shadow-mapping, and vertex shaders (for character animation). All of this should also work with multi-sampling at HDTV resolutions (2048 x 1500+ pixels). Someone made the observation that the average pixel would be rendered at least seven times, so that would have to taken into account. The only alternative to all those is ray-tracing, which is the direction Intel is trying to push the industry in.

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    8. Re:OpenGL by Ed+Avis · · Score: 1

      I was just promoted by what the other poster mentioned about Quake. The old Quake rendering engine was optimized like crazy for Pentium processors. Larabee is going to be a phalanx of them (well, not quite the original Pentium, something a bit better). The Quake code might run on it rather well, with each CPU rendering a small tile of the display. Of course, Quake's visual effects are hardly state-of-the art nowadays, but it would be an interesting hack.

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      -- Ed Avis ed@membled.com
    9. Re:OpenGL by Anonymous Coward · · Score: 0

      Mesa implements OpenGL entirely in software

      That's not strictly true. Mesa hosts the libGL code for open hardware (read: Intel and the open ATi drivers) too. These calls get piped via the direct rendering infrastructure to the kernel module for the hardware.

    10. Re:OpenGL by mikael · · Score: 1

      I certainly agree. The assembly language used for texture mapping actually took advantage of the separate add/multiply processor units so that the divide-by-z for perspective projection took no extra clock cycles. The geometry for the environment was designed to fit into cache pages. Combined with light-mapping and a complex environment, it was an amazing experience to see.

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    11. Re:OpenGL by Nicholas+Bishop · · Score: 1

      For generalized game engines, it's probably true that writing your own rasterizer is pointless, but there are many more specialized domains that have less general needs, and might well benefit from their own software rasterizer.

  9. Re:Good news by gnasher719 · · Score: 4, Informative

    I think it depends on how much Larrabee will cost, however with what we know so far Apple seems to be heading into multi-CPU architectures, so using Larrabee would make sense.

    Larrabee costs somewhere between 150 and 300 Watt, so MacBooks and Mac Minis are not likely to use them. Mac Pro, on the other hand, possibly.

  10. Re:Trying to fight the trend toward specialization by TheRaven64 · · Score: 3, Informative

    It almost certainly won't work. In the past, there has been a swing between general and special purpose hardware. General purpose is cheaper, special purpose is faster. When general purpose catches up with 'fast enough' then the special purpose dies. The difference now is that 'cheap' doesn't just mean 'low cost' it also means 'low power consumption,' and special-purpose hardware is always lower power than general-purpose hardware used for the same purpose (and can be turned off completely when not in use).

    If you look at something like TI's ARM cores, they have a fairly simple CPU and a whole load of specialist DSPs and DSP-like parts that can be turned on and off independently.

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  11. Larrabee is a GPU by Samy+Merchi · · Score: 1

    "its first-ever forthcoming many-core architecture, codenamed Larrabee" The Core architecture has duos and quads. Nehalem is just about to launch, going up to octocores at least. The point of the article eluded me until I went to Wikipedia and discovered that the Larrabee being talked about is a *GPU* rather than a CPU. Could have used that information somewhere in the original post.

    1. Re:Larrabee is a GPU by Spy+Hunter · · Score: 1

      Well it's really a little of both. The only piece of hardware on Larrabee which is *definitely* GPU-specific is the fixed-function texture sampling hardware (which implements trilinear sampling, anisotropic filtering, and texture decompression). The rest of it is basically just a multicore CPU, where each CPU has something like an expanded MMX/SSE unit (4x the size, with some new and interesting features), and all the 3D stuff (shaders, z-buffering, clipping, etc) is implemented in software on top of that.

      Larrabee will be sold as a GPU, at least for the first few years. But there's really nothing stopping it from being used as a massively multicore main CPU and I'm sure that's the direction it will eventually take. You may see a Larrabee with one "big" core plus dozens of small cores, or it may turn out that the small cores are good enough and we'll just stop buying separate CPUs at all.

      --
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  12. Believe It When I See It by shplorb · · Score: 1, Insightful

    Bearing in mind all the other promises Intel has made about their previous graphics offerings, I'm rather inclined to think that once again this will underwhelm. Especially considering all the crap that's been coming out of Intel about real-time raytracing. (It's always been just around the corner because rasterisation always gets faster.)

    That's not to say that it's an interesting bit of tech, but from what I've seen so far it looks like the x86 version of Cell. Of course though it's a PC part and won't be showing up in any consoles anytime soon, so as a console developer it doesn't really do anything for me. I'm mostly interested in how they'll handle memory bandwidth.

    I also expect that nVidia will put out something within 12 months that will stomp its guts out.

    1. Re:Believe It When I See It by TheRaven64 · · Score: 4, Insightful

      I think Larrabee is quite believable. They are quoting performance number that make sense and a power consumption of 300W. The only unbelievable idea is that a component that draws 300W is a mass-market part in an era when computers that draw over 100W total are increasingly uncommon and handhelds (including mobile phones) are the majority of all computer sales with laptops coming in second and desktops third.

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    2. Re:Believe It When I See It by renoX · · Score: 1

      Uh? Most people don't even know what is the power consumption of their desktop!
      And most of those who care, care only because power --> heat --> fan noise and big case.

      So I don't think that 300W is an issue (with an heatpipe to avoid fan noise), the software for this kind of new architecture will be the biggest issue: GPUs have evolved 'progressively' providing new feature AND good performance for the existing games, this will be much more difficult for Larrabee.

  13. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  14. Re:Good news by morgan_greywolf · · Score: 3, Insightful

    Is it not also good news for Windows users, Linux users, and *BSD users? I mean, it's likely that these OSes will also be made to make use of Larrabee when the technology is released, right? Yet, it's not news for any of those platforms or Apple users unless/until those platforms are able to make use of the new GPU technology. Everything else is just speculation, especially so for Apple, who might easily decide not use Larrabee. Since Apple is the only legit supplier of Mac OS X hardware, it's definitely not news for Apple users until Apple says it is. OTOH, Windows, Linux and *BSD users can get their hardware from any supplier.

  15. software mode the return? by Z80a · · Score: 1

    there is like a LOT of computers with really good cpus and really weak video chips like laptops and dell computers

    Why not just do a software mode driver for em?

    that probably would make the 3D gaming market a bit bigger without forcing the people to buy a 3D acelerator card (thing that is kinda impossible to do on most laptops)

    1. Re:software mode the return? by ZeroExistenZ · · Score: 1

      without forcing the people to buy a 3D acelerator card (thing that is kinda impossible to do on most laptops)

      Who forced you to buy a more 3D oriented graphics-card?

      These days you can pick your system oriented to your usage, if you want to play alot of games, do alot of encoding or work alot with media, you'll get a more advanced graphicscard and are willing to make a bigger investment in that. If you don't, you're perfectly fine with an integrated graphicscard. The choice is there, and it's to be made by you. You're not "forced".

      Why not just do a software mode driver for em?

      What would software be able to do, which a 3D graphics card is pushed for to do? If you're going to emulated your 3D operations you otherwise have a dedicated chip for, on which they compare the performance on frames rendered? I believe directX allow transparant use of "software"/"hardware" acceleration.

      You could read more up on it in wikipedia. It sounds silly to implement another redundant driver to get the same or even wors results.

      --
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    2. Re:software mode the return? by mdwh2 · · Score: 1

      There are software drivers, but I suspect they'd tend to be far slower than even cheap graphics hardware.

      In fact one of the reasons why Intel integrated graphics are so slow is because they do some things (like vertex shaders) in software.

    3. Re:software mode the return? by Narishma · · Score: 1

      Because software mode is even slower than the crappy Intel chips.

      --
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  16. Re:Good news by Anonymous Coward · · Score: 1, Insightful

    damn! You could poweer a 10-20 ARM or PPC multiprocessor unit. And the architecture wouldn't suck cowboy neal's sweaty balls.

  17. Re:Good news by oldhack · · Score: 0, Offtopic

    I was actually trolling...

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  18. Re:Trying to fight the trend toward specialization by Churla · · Score: 5, Interesting

    I don't think so. I think the fact is that with the right architecture (which Intel is trying to get into place) which exact core on which processor handles a specific task should become less and less relevant.

    What this technology will hopefully provide will be the ability to have a more flexible machine which can task cores for graphics, then re-task them for other needs as they come up. Your serious gamers and rendering heads will still have high end graphics cards, but this would allow more flexibility for the "generic" business build PC's.

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  19. Re:Trying to fight the trend toward specialization by Kjella · · Score: 5, Interesting

    It almost certainly won't work. In the past, there has been a swing between general and special purpose hardware.

    Except with unified shaders and earlier variations the GPU isn't that "special purpose" anymore. It's basicly an array of very small processors that individually are fairly general. Sure, they won't be CPUs, but I wouldn't be surprised if Intel could specialize their CPUs and make them into a competitive GPU. At the very least, good enough to eat a serious chunk upwards in the graphics market, as they're already big on integrated graphics.

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  20. Just imagine... by oodaloop · · Score: 1

    ..a, uh, beowulf cluster...I just can't put my heart into it anymore!

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    1. Re:Just imagine... by inasity_rules · · Score: 1

      Is this a new slashdot meme? Never finishing the jokes?

      Ok well, there was an AI bot running on a larrabee, an Irish Priest and a Soviet Russian who walked into a bar. The Irish priest orders a scotch. Then suddenly...

      --
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    2. Re:Just imagine... by oodaloop · · Score: 1

      ...the priest says with a slur, "In Soviet Russia, larabee bot overlords welcome YOU!"

      There, fixed that for you.

      --
      Tic-Tac-Toe, Global Thermonuclear War, and relationships all have the same winning move.
  21. Yes, but what is the extent of Larrabee? by Futurepower(R) · · Score: 4, Interesting

    Today at a coder's party we had a discussion about Intel's miserable corporate communications.

    Intel's introduction of "Larrabee" is an example. Where will it be used? Only in high-end gaming computers and graphics workstations? Will Larrabee provide video adapters for mid-range business desktop computers?

    I'm not the only one who thinks Intel has done a terrible job communicating about Larrabee. See the ArsTechnica article, Clearing up the confusion over Intel's Larrabee. Quote: "When Intel's Pat Gelsinger finally acknowledged the existence of Larrabee at last week's IDF, he didn't exactly clear up very much about the project. In fact, some of his comments left close Larrabee-watchers more confused about the scope and nature of the project than ever before."

    The Wikipedia entry about Larrabee is somewhat helpful. But I don't see anything which would help me understand the cost of the low-end Larrabee projects.

    1. Re:Yes, but what is the extent of Larrabee? by Anonymous Coward · · Score: 1, Insightful

      As soon as it actually exists somewhere other than Intel's laboratories, they're usually pretty forthcoming on details (to the point we even have specs on how to use their graphics hardware, which is more than we can say for e.g. nVidia.)

      OTOH, Larrabee is still Labware, and should be thought of as such. Unless you're willing to sign away your life in NDAs, don't expect to know too much yet.

    2. Re:Yes, but what is the extent of Larrabee? by brucmack · · Score: 1

      According to the wikipedia article, the launch is currently planned for late 2009 or 2010. So it's a good bet that Intel won't have a good idea about what products they will be releasing for another year or so.

  22. One, Two, Four, Many? by splutty · · Score: 1

    This only goes to show that the people at Intel really can't count..

    (Firmly tongue in cheeck, of course :)

    --
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    1. Re:One, Two, Four, Many? by dapsychous · · Score: 1

      Maybe they're all from that tribe in the Amazon that only has three number words. One, some, and many?

  23. Intel's integrated graphics sells ATI and Nvidia. by Futurepower(R) · · Score: 2, Insightful

    Your comment, "... as they're already big on integrated graphics." is true for some values of "big". Intel has been big in integrated graphics the way a dead whale is big on the beach.

    Basically, once you discover what Intel graphics has not been able to do, you buy an ATI or Nvidia graphics card.

  24. Re:Good news by Anonymous Coward · · Score: 0

    How's ARM at floating point vector math these days?

  25. Re:Good news by Yvan256 · · Score: 2, Interesting

    The power brick for my Core 2 Duo Mac mini is somewhere around 80 Watts I think. And I'd assume the actual usage is lower than that. Let's say 50~60 Watts for the whole computer (CPU, GPU, hard drive, optical drive, RAM, FireWire, USB, etc).

    If Larrabee takes 150~300 Watts, then it's just insane, no matter how many cores it has.

  26. Not everybody plays 3D games by Joce640k · · Score: 1

    More people in the world need Intel level graphics than need ATI/NVIDIA. This is borne out in sales numbers - Intel is the #1 graphics chip maker and has been so for many years.

    --
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    1. Re:Not everybody plays 3D games by Anonymous Coward · · Score: 0

      Just because lots of people use it doesn't mean it's any good, take a look at Windows or your local Big-Ass Telco...

    2. Re:Not everybody plays 3D games by Anonymous Coward · · Score: 1, Informative

      Nobody is arguing that Intel makes good graphics hardware. They make adequate graphics hardware that the majority use without problems.

      Go to any non-gaming office building and tell me how many Intel graphics vs Nvidia and ATI you find. I am willing to bet that most, if not all, of them will be Intel.

  27. C++ programming Model by Anonymous Coward · · Score: 0

    *Additionally, a broad potential range of highly parallel applications including scientific and engineering software will benefit from the Larrabee native C/C++ programming model."*

    Can someone explain how the C/C++ programming model is compatibility with a many core system?

    This is the most interesting statement, but I am completely unaware of how it is even somewhat true. In my experience the C/C++ languages have little to no native support for multiple threads (short of some enhancements in the new standard which there is no support for yet). All multi-threaded C/C++ programs rely heavily on OS specific extensions, not on any programming model in the languages...

    1. Re:C++ programming Model by Wesley+Felter · · Score: 1

      Clearly Intel means C/C++ with pthreads or Win32 threads. Also, C++ is getting thread support in C++0x.

    2. Re:C++ programming Model by Anonymous Coward · · Score: 0

      how will scientific programming benefit from anything designed around C? Scientific programming is done in fortran. All of it. Not a single line is written in C.

    3. Re:C++ programming Model by robthebloke · · Score: 2, Informative

      One language that is being used in the sceintific community right now is CUDA - which runs on a GPU and is C based.

      In addition, Fortran to C tools have been around for some years. To say that Fortran is the only scientific language is BS. R, S Plus, Octave, matlab, perl and CUDA to name a few. Taking R as an example - it provides an code interface that allows you to write optimised C/C++ routines and utilise those in the language itself.

    4. Re:C++ programming Model by Anonymous Coward · · Score: 0

      So my scientific code that happens to be coded up in C++ doesn't exist according to you?

      Idiot.

    5. Re:C++ programming Model by AlejoHausner · · Score: 1
      C/C++ languages have little to no native support for multiple threads

      This is an important point. Programming for GPUs has gotten easier now that nVidia's CUDA and AMD/ATI's CTM are around. But "easier" is not the same as "easy".

      Before CUDA and CTM, if you wanted to write a GPU program, you had to pretend to do graphics. This meant setting up a whole pile of OpenGL or Direct3D nonsense, and then drawing a rectangle to trigger the pixel processor on each data item. At least that nonsense is out the way.

      But the problem hasn't gotten easy in an essential way. Writing programs for parallel machines is not easy. At the very least, it's very different from writing programs for serial machines. It's different enough that you shouldn't expect anyone to come up with an automatic translator. I doubt you will ever be able to take a C++ program and put it through some magic special compiler that turns it into a parallel program.

      Which, in a way, is a very good thing, because there are so many interesting serial algorithms out there, and there's a lot of interesting work to be done coming up with brand new ways to achieve the same result using parallel hardware.

  28. Re:Good news by Anonymous Coward · · Score: 1, Insightful

    With the vector floating point (VFP) coprocessor it's not too shabby.

  29. Re:Trying to fight the trend toward specialization by Austerity+Empowers · · Score: 1, Interesting

    Except the part where GPUs have 256-512 bit wide, 2GHz + dedicated memory interfaces and Intel processors are...way, way less. Add that to the ability to write tight code on a GPU that efficiently uses caching and doesn't waste a cycle, compared to the near impossibility of writing such code on the host processor which you share with an OS and other apps... meh.

    There might be some good stuff that can be done with this architecture, but I am not convinced it's a competitor to GPUs pound for pound. You have to really believe ray-tracing is the future, and that some of the multi-texturing shenanigans that drive memory bwidth in GPUs are in the past. That's a big leap of faith. I'd prefer to believe once they build it, we'll find a great use for it.

    Still it's nice to see something new happening.

  30. Changing the playground... by ponos · · Score: 5, Interesting

    What most people don't seem to realize is that Larabee is not about winning the 3d performance crown. Rather, it is an attempt to change the playground: you aren't buying a 3d card for games. You are buying a "PC accelerator" that can do physics, video, 3d sound, dolby decoding/encoding etc. Instead of just having SSE/MMX on chip, you now get a complete separate chip. AMD and NVIDIA already try to do this with their respective efforts (CUDA etc), but Larabee will be much more programmable and will really pwn for massively parallel tasks. Furthermore, you can plug in as many Larabees as you want, no need for SLI/crossfire. You just add cores/chip like we now add memory.

    P.

    1. Re:Changing the playground... by iansmith · · Score: 1

      The need for SLI/crossfire is because the bandwith needed for multiple cards to work on a frame buffer is too high for even the newest PC memory bus.

      Intel's cards are not going to be able to get around this, so we will most likely add a third method of card interconnect to the mess.

    2. Re:Changing the playground... by Spy+Hunter · · Score: 1

      Larabee is not about winning the 3d performance crown

      I beg to differ. Nobody will buy Larrabee unless there's software for it, but nobody will write the software until there's a large market of Larrabees out there to run it on. Luckily the entire library of PC games can be made to run on Larrabee via DirectX/OpenGL, and that's Intel's way around this problem. However, in order for this to work the price/performance has to be competitive. Intel's best bet is to use their superior fabrication facilities to produce a high-end part that AMD and NVIDIA just can't match in raw performance, instead of trying to compete on price in the middle of the market with their first product. So yes, Larrabee *is* about winning the 3D performance crown; at least in the short term.

      --
      main(c,r){for(r=32;r;) printf(++c>31?c=!r--,"\n":c<r?" ":~c&r?" `":" #");}
  31. Intel graphics has been TERRIBLE. by Futurepower(R) · · Score: 1

    Intel graphics has been TERRIBLE. We buy ATI video adapters (about $20) to put in business computers we build. (We've never bought from eWiz.com, or the particular video cards shown. That is just an example.)

    1. Re:Intel graphics has been TERRIBLE. by Hairy+Heron · · Score: 1

      Because what you do is clearly representative of what the rest of the world does, right?

    2. Re:Intel graphics has been TERRIBLE. by BrentH · · Score: 1

      Exactly.

    3. Re:Intel graphics has been TERRIBLE. by RightSaidFred99 · · Score: 1

      Why? It's easy enough to say you do this, but _why_ do you do this? Your business users game testers? Or are you buying 2 year old motherboards with 2 year old integrated graphics? Even 965G chipsets should be plenty adequate for business use.

  32. Not at all like Cell BE by Mathinker · · Score: 2, Informative

    > so far it looks like the x86 version of Cell

    Then you missed the fact that the article says it uses a coherent 2-level cache for inter-core communications; the Cell BE is quite exotic in that it uses DMA transfers and has no memory coherency between the SPEs.

    The article doesn't explicitly state that the Larrabee cores are homogeneous, but I would be surprised if they weren't; the Cell cores are somewhat heterogeneous if you want to use the PowerPC core to squeeze the last drop of processing power out of it.

    You are correct in that Intel appears to have copied the ring network of the Cell BE, although I don't understand why they need it in addition to the coherent cache. Oh, well, guess I'll have to wait until the paper really hits the public.

    1. Re:Not at all like Cell BE by Anonymous Coward · · Score: 0

      The ring bus is what *enables* the coherent cache. The cores have to communicate to keep their caches coherent, and that communication goes over the ring bus.

    2. Re:Not at all like Cell BE by 32771 · · Score: 1

      Thanks, you just made me have a look at Almasi and Gottlieb (1994) again, where else would I need it than on slashdot. Chapter 10 Section 3 and following is good to have a look at.

      Your last statement leaves me puzzled. It seems that you must have something to connect caches and memory with so we could be content with a simple bus which A&G describes as existing in Sequents cost effective machines.

      When you read further you come across the KSR1 which uses a hierarchical ring architecture, sporting large cashes which connect straight to disk through a second level cache. So there is no memory in our sense. Well I mean a ring is better than a bus, it gives the end nodes the same connectivity as all the other ones.

      Notice also that in Larrabie according to an Annandtech article, somebody mentioned here, the L2 is a per node L2. http://www.anandtech.com/cpuchipsets/intel/showdoc.aspx?i=3367&p=3

      The Networking chapter in A&G mentions other networks with much stronger connectedness than a ring but never mind CELL proves it right it seems also from their performance prediction shown on their wiki page.

      Anyway, I think that the difference between CELL and Larrabie is that Intel is pandering heavily to the slowest element in the computing environment - the programmer/user. Same old instruction set, simpler memory architecture (I'm not sure about your DMA only comment), lots of vague information about a product which is at least two years out while trying to keep up with the other guys, sounds like Intel. Funny enough they have 45nm now, and also with IA64 they tried to offer something with entertainment value to assembly programmers, so I can't even be angry.

      I must get some sleep now. Wake me up when something surprisingly new in CS comes up.

      --
      Je me souviens.
  33. nVidia CUDA for HPC by Anonymous Coward · · Score: 0

    960 cores, 4 teraflops, 400 GB/s memory bandwidth in a 1U rackmount: nVidia Tesla S1070

    1. Re:nVidia CUDA for HPC by robthebloke · · Score: 1

      .... and is also very restrictive in *how* you can access data, not to mention that all 960 cores have to run the same instructions. If you happen to have code that can be parallelised, but not in a way that would suit a GPU (i.e. seperate tasks, not 100's of the same task), then Larrabee starts to sound quite exciting.

  34. Re:Trying to fight the trend toward specialization by gbjbaanb · · Score: 1

    What'll be more interesting is if it fragments the PC market.

    If you want a super-fast ray-tr, erm, protein folding application you need one with the Larrabee chipset. If you want to play the latest game you'll need a traditional PC + graphics card. Would it be possible that business PCs turn to Larrabee and home PCs stick with current architectures?

  35. What does this do (for graphics) better than GPU? by LotsOfPhil · · Score: 1

    Larrabee looks very interesting for scientific computing, but what makes it better for graphics than a ATi/nVIDIA GPU?

    --
    This post climbed Mt. Washington.
  36. Potentially, but... by Balau · · Score: 1

    Does this mean that Norton will scan my drive in 3D?

    Seriously, manymanycores architectures are nice for public servers that are coded very well. Potentially able to serve N clients at once, the machines running Larrabees will usually bottleneck somewhere else.

    For the desktop user, manymanycores mean that the main window will move smoothly in the foreground while anti-blackware, indexes and updates consume the background.

    For the power gamer, even manymanycores won't be enough. There's no such thing as "enough".

    --
    Working to work less.
  37. Re:Trying to fight the trend toward specialization by serviscope_minor · · Score: 1

    General purpose is cheaper, special purpose is faster.

    Only sort of. Special purpose is often cheaper, hence the profusion of ASICS. General purpose is more flexible, and so more desirable as a result. Also, special purpose is only cheaper if "general purpose" isn't quite up to the task. Speical purpose is also only cheaper if you're doing it all the time.

    For instance, on the low end, MP3 players often have (had?) MP3 decoder ASICS, because it was too expensive to perform on the very small CPU. On a PC, there's no point. Even though using an ASIC would be cheaper for just decoding MP3s (use less power, free up the required CPU, etc), it isn't worth it since the CPU is fast enough, and doesn't spend all the time playing MP3s.

    --
    SJW n. One who posts facts.
  38. But can intel make good drivers as there on board by Joe+The+Dragon · · Score: 1

    But can intel make good drivers as there on board ones suck?

    There on board video cards look good on paper but then come in dead last next to nvidia and ati on board video and that is with out use side port ram. ATI new board video can use side port ram.

  39. Re:But can intel make good drivers as there on boa by Anonymous Coward · · Score: 0

    Last I heard, Tom Forsyth and Michael Abrash were writing the graphics "drivers". So I expect good things.

  40. Gettin' a kick . . . by Quixote · · Score: 1

    I live in Larrabee, IA and I'm getting a kick out of these replies . . .

    1. Re:Gettin' a kick . . . by 32771 · · Score: 1

      This is remarkable, Larrabee is a fairly low resolution area, what are you guys trying to hide?
      Also notice the rectangular street patterns, uncanny how it resembles a chip layout.

      So are you renaming one of those streets into memory lane, the parking lot in front of the bank into Cache Plaza maybe ...

      --
      Je me souviens.
  41. Re:What does this do (for graphics) better than GP by Hanners1979 · · Score: 1

    Its architecture could (potentially) make for better multi-GPU solutions (i.e. with a shared frame buffer across all cores instead of x amount of RAM per GPU), and the use of tile-based rendering has a fair amount of efficiency benefits to make it interesting.

    It's way too early to say whether it'll even be equivalent performance-wise to AMD and NVIDIA's GPU designs in Larrabee's release time frame, and it'll be very dependant on its compiler and drivers, but as a concept right now it's hugely interesting in a number of ways as a pure graphics architecture alone.

  42. Anandtech has an excellent article by Vaystrem · · Score: 3, Informative

    That is much more detailed than the one linked in the article summary. It can be found here.

    1. Re:Anandtech has an excellent article by Funk_dat69 · · Score: 1

      Wow, I always thought Anand was a bit of an Intel fanboy, but does he ever gush of Intel in that one.

      Some fun out of context quotes:

      "adds a level of value to the development community that will absolutely blow away anything NVIDIA or AMD can currently (or will for the foreseeable future) offer."

      "Larrabee could help create a new wellspring of research, experimentation and techniques for real-time graphics, the likes of which have not been seen since the mid-to-late 1990s."

      "Larrabee is stirring up in the Old Guard of real-time 3D computer graphics, having icons like Michael Abrash on the team will help "

      I read Anand quite a bit, but I think he missed the 'objective' aspect of journalism just a bit in this one.

      --
      FUNK!
  43. Re:But can intel make good drivers as there on boa by Anonymous Coward · · Score: 0

    You keep on using that word, I do not think it means what you think it means.

  44. I beg to differ. by mosel-saar-ruwer · · Score: 1


    The biggest debate in all of graphics-dom [graphixery?] for the last six months or a year has been Ray Tracing -vs- Rasterization.

    So what happened?

    I just don't understand how you can have an article about next-generation GPU tech and not ask whether the logic gates & data busses are going to be optimized for Ray Tracing or for Rasterization or for both [which would require at least twice the silicon, if not twice the wattage and twice the heat dispensation].

    Has Intel completely abandoned the idea of optimizing silicon for Ray Tracing, and returned to what essentially amounts to software-based graphics, or is there a "Field Programmable" aspect to Larrabee which would allow someone [the programmer who writes the driver, maybe?] to choose how he wants the silicon to be optimized?

    1. Re:I beg to differ. by TheRaven64 · · Score: 3, Insightful

      This is SIGGRAPH. They've been having the 'ray tracing versus rasterisation' debate for about three decades there. If you put anything definitive into your paper then you are likely to get a reviewer who is in the other camp, and get your paper rejected. If you say 'speeds up all graphics techniques and even some non-graphics ones' then all of your reviewers will be happy.

      --
      I am TheRaven on Soylent News
    2. Re:I beg to differ. by Spy+Hunter · · Score: 1

      That debate has for the most part been confined to speculation in various media outlets. It is obvious to everyone in the graphics community that Larrabee will be optimized for rasterization. It would not be possible to sell a graphics card that did not get comparable performance to ATI/NVIDIA in today's games, which means DirectX/OpenGL, which means rasterization. Intel wants to sell Larrabee, so it will have to rasterize extremely well. If Intel has to make a decision between optimizing a piece for rasterization or ray tracing, rasterization is going to win.

      That said, Intel is purposely taking the most general approach possible to the rasterization problem. They are attempting to avoid *having* to choose between optimizing for rasterization and optimizing for everything else. Thus Larabee will be better than any other GPU for raytracing. And not just raytracing either; Larrabee will be better than other GPUs at practically every task that is not rasterized 3D graphics.

      --
      main(c,r){for(r=32;r;) printf(++c>31?c=!r--,"\n":c<r?" ":~c&r?" `":" #");}
    3. Re:I beg to differ. by AlejoHausner · · Score: 1
      Siggraph often includes papers describing major upcoming graphics or graphics-related hardware. So, it's no surprise that it was published. Most papers at the conference are on software techniques, but hardware papers for new platforms are often accepted.

      Another likely reason for acceptance is the last author listed, Pat Hanrahan, a giant in computer graphics (and a truly nice guy). Of course, the review process is supposedly scrupulously blind (the referees don't see the authors' names), but once the reviews come back, the head referees do argue over the merits of the papers too, and I think they know the authors' names.

      Another thing to consider is that the paper can't be truly anonymously reviewed, because it almost certainly mentions the hardware's name. The referees read the news, and they know what "Larrabee" means, so they will likely be pushing for publishing a description of major new hardware.

  45. Re:Good news by negRo_slim · · Score: 1

    Mac minis integrate 2.5 inch hard disk drives (ATA in the G4 models and SATA in the Intel models), CPUs and other components originally intended for mobile devices, such as laptops, contrary to regular desktop computers which use lower cost, but less compact and power-saving components. These mobile components help lower power consumption: According to data on the Apple web site, first-generation PowerPC Mac minis consume 32 to 85 Watts, while later Intel Core machines consume 23 to 110 Watts. By comparison, a contemporary Mac Pro with quad-core 2.66 GHz processors consumes 171 to 250 Watts.

    --
    On the Oregon Cost born and raised, On the beach is where I spent most of my days
  46. Niagara similarities... by Anonymous Coward · · Score: 0

    FTA: "The Larrabee architecture supports four execution threads per core with separate register sets per thread. This allows the use of a simple efficient in-order pipeline, but retains many of the latency-hiding benefits of more complex out-of-order pipelines when running highly parallel applications."

    Funny how Intel made fun of Sun's Niagara, yet the above is appears to be designed very similarly, if not exactly the same.

  47. Re:Trying to fight the trend toward specialization by adisakp · · Score: 1

    Except with unified shaders and earlier variations the GPU isn't that "special purpose" anymore. It's basicly an array of very small processors that individually are fairly general.

    Even with all the advances in shaders GPU's are not quite generalized due to several reasons. Hardcoded data fetch logic (yes there is some support for more arbitrary memory reados but those are limited and take a fairly big performance hit). GPUs also have poor performance for dynamic branching -- sure they support it, but if all the pixels for a subset (i.e. the whole bank of little GPU cores processing a fragment) don't take the same branches, your performance is hosed. The bank size is usually 8 or 16 cores working on a rectilinear fragment of adjacent pixels.

    Intel's approach is not very GPU-like at all. Indeed, it's more similar to the CELL SPU's (internal ringbuffer included) but instead of using DMA to access memory and individual memory work areas, it has direct access to memory (with hardware prefetching) and a large shared L2.

  48. Oh. by mosel-saar-ruwer · · Score: 1


    My bad - when something is this irrational, I guess the first suspicion should be politics - instead, I had simply assumed incompetence [or insouciance or absence of inquisitiveness] on the part of the author.

    I will work to up my cynicism.

  49. Modern 486 by Nom+du+Keyboard · · Score: 1

    I wonder what a 486 core would perform like on a modern fab process. After all that chip had a modest I/D cache, single instruction/cycle performance for many instructions, and integrated floating point - all with a tiny transistor budget by modern standards.

    --
    "It's the height of ridiculousness to say for those 9 lines you get hundreds of millions."
    1. Re:Modern 486 by faragon · · Score: 1

      In my opinion, very close to any RISC CPU, like back in the day. 486 IPC was about 0.8, similar to contemporaneous MIPS and ARM processors (also in-order execution CPUs).

    2. Re:Modern 486 by LarsG · · Score: 1

      What I would like to know is how high you might clock a 486 core built in a modern fab.

      --
      If J.K.R wrote Windows: Puteulanus fenestra mortalis!
    3. Re:Modern 486 by faragon · · Score: 1

      It could be very difficult to scale it above 500MHz frequencies, because of clock signal propagation assumptions. More complex processors, to achieve higher frequencies, have to propagate data and clock together, without having a omnipresent "main clock" signal.

    4. Re:Modern 486 by LarsG · · Score: 1

      Yeah, that was sort of what I was expecting. My understanding is (IANAChipDesigner, etc) that to reach high clock rates, you'd need to have deeper pipelines than on the 486. The reason being that each step can then be considered an independent unit with regards to clock propagation.

      --
      If J.K.R wrote Windows: Puteulanus fenestra mortalis!
  50. I thought it was marketing by Anonymous Coward · · Score: 0

    In order to get a product well hyped, sometimes it is best to keep the product secret, until it is close enough to being released, that it can assuredly be released before the hype has died down. This is something Apple seems to understand.

  51. Re:What does this do (for graphics) better than GP by robthebloke · · Score: 1

    I'm more of a 'highend' graphics coder (read: not games). Lets say we want to do some complex soft body animation. We need to be able to access a coherant data structure that represents the entire geometry mesh to be able to do that. You can't do that on the GPU - triangles and vertices are all you get.

    Lets say we want to use the numerous deformation techniques that do not work by transforming normals via a matrix (i.e. they must re-compute the normals because the deformation is non linear - FFD's for example). You have only been able to do that on the GPU since the geforce 8800 came out (it requires geometry shaders) - but even then isn't perfect (can't obey soft/hadr edges, and a few other things I'd like to do).

    Lets say you want to start doing Global Illumination rendering (of which Ray tracing is one technique - but not the only, or most useful one), you'll need to access a scene database - which you can't do on a GPU.

    I've never really liked the design of the GPU's we currently have (though i realise why they've evolved in the way they have) - It all feels like nasty hack after nasty hack (which changes with every new Geforce card). I've always wished that instead of a GPU we just had an add in highly vectorised CPU which we can use for anything. There are literally hundreds of things i can see this being useful for.

  52. Re:Intel's integrated graphics sells ATI and Nvidi by EvilNTUser · · Score: 2

    And once you discover what kind of driver support they offer, you go right back to Intel.

    The new Intel G45 chipset recently made me order a new motherboard just to replace my video card. It's "fast enough", one might say...

    Personally, I can't wait to get all that proprietary crap out of my kernel. Shouldn't have fallen for the temptation in the first place.

    --
    My Sig: SEGV
  53. Intel Marketing: ArsTechnica art. about confusion? by Futurepower(R) · · Score: 1

    If Intel is doing that, the company isn't doing a good job. Instead it is getting publicity from ArsTechnica about how it is communicating in a confused way.

  54. Re:Good news by Creepy · · Score: 2, Informative

    They've stated that it will be a 150W+ chip on a PCI Express 2 card, as I recall, and is intended as a GPU, though it will be fully programmable and have CPU capability (so when not doing GPU stuff, it could serve as extra CPUs). It is intended to compete in the high end graphics market.

    Essentially, it's a clutch of high performance software vector units in parallel with a bunch of CPUs. Graphics scale with each added processor because it is a software driven architecture, whereas traditional GPUs don't scale because they have a fixed function pipeline (if everything were written for shaders, I would think it would scale). One of the things Intel is touting is Binned rendering (aka chunked or tile rendering), which is breaking the frame into tiles and storing a list of front-to-back polygons in off-chip memory and the tile buffer is scaled to cache. Technically, this should be no faster than z-buffering, but I believe they're sorting and ray casting and in a brute-force sort of way this is faster than z-buffering. What I don't get here is how they get "2-7x the performance" because they have the extra sort step.

    By the way, if you look at CPUs, Intel's Core2 line has five power designations:
    X - Extreme - power > 75W
    E - Standard Desktop 55-75W
    T - Standard Mobile 25-55W
    L - Low Voltage 15-25W (their name - they mean low power)
    U - Ultra Low Voltage - Power < 15W

    According to Wikipedia the mini uses mobile processors (the T designation). Max power consumption of most laptops is 80W, so it is likely your mini maxes at 80W.

  55. Grandpa, you're so 1977... by mangu · · Score: 1

    Scientific programming is done in fortran. All of it. Not a single line is written in C.

    It's true that by the time C became popular, there already existed many libraries in Fortran that had been tested and debugged, so no new development on those lines was needed. But most new scientific software is being written in C. There are a few diehards who will never admit it, but for all practical purposes Fortran is dead as a development language.
     

    1. Re:Grandpa, you're so 1977... by Anonymous Coward · · Score: 0

      pekludge that!!

  56. Re:creators reveal more planet/population rescue i by Vigile · · Score: 1
  57. We felt so abused by the previous chipsets... by Futurepower(R) · · Score: 1

    We've had a lot of problems with Intel graphics software. You are correct, however, we haven't tested the latest offerings from Intel. We felt so abused by the previous chipsets that we have had no desire to test the new software.

    The last video driver we tested was version 14311 for the 945 chipset. It had a LOT of problems. There was a LOT of denial by Intel that there were problems.

    So, I would be very interested to know: Is the video in the 965 chipset better? Is the software trouble-free? How about rotated vertically on a 1920 x 1200 monitor?

  58. error by Creepy · · Score: 1

    oops - I meant limited ray tracing (not casting). That or painter's algorithm (which optimally uses a sorted list). I never did fully understand ray casting - I jumped from painter's to hardware.

  59. There's a mass high end market by Sycraft-fu · · Score: 1

    It isn't nearly as big as a more economical (both in terms of power usage and cost) market, but it is still large. ATi and nVidia are not having problems moving their new high end accelerators that draw hundreds of watts. On the contrary, there were some low stocks of the new GeForces after the prices were dropped.

  60. Re:Trying to fight the trend toward specialization by evilviper · · Score: 1

    When general purpose catches up with 'fast enough' then the special purpose dies.

    ...except when it doesn't. When special purpose isn't so fast and special anymore, it often gets integrated as a feature into the CPU...

    See: x87 FPUs, cryptographic accelerators, video decoding, GPUs, etc.

    --
    Slashdot gets worse every day... Pipedot: News for nerds, without the corporate slant
  61. Re:What does this do (for graphics) better than GP by Anonymous Coward · · Score: 0

    You may be a "'highend' graphics coder" but you seem to be utterly ignorant of modern GPGPU programming. Might want to fix that. (Forget about shaders...)

  62. There have been many mistakes. by Futurepower(R) · · Score: 1

    Intel marketing department hasn't handled the introduction very well, in my opinion.