Twilight of the GPU — an Interview With Tim Sweeney
cecom writes to share that Tim Sweeney, co-founder of Epic Games and the main brain behind the Unreal engine, recently sat down at NVIDIA's NVISION con to share his thoughts on the rise and (what he says is) the impending fall of the GPU: "...a fall that he maintains will also sound the death knell for graphics APIs like Microsoft's DirectX and the venerable, SGI-authored OpenGL. Game engine writers will, Sweeney explains, be faced with a C compiler, a blank text editor, and a stifling array of possibilities for bending a new generation of general-purpose, data-parallel hardware toward the task of putting pixels on a screen."
For once I'm reading an 'xzy is going to die' article that doesn't sound like utter rubbish. Could it be that, for once, the one stating this actually knows what he's talking about?
My last custom realtime GPU was a Geforce Ti4200. I'm now using a Mac Mini with GT950. Mind you, Blender *is* quite a bit slower on the 950, even though it runs with twice the sysclock, but I'm not really missing the old Geforce. I too think it highly plausible that the GPU and the CPU merge within the next few years.
We suffer more in our imagination than in reality. - Seneca
He talks about the impending fall of the fixed function GPU.
gpu's aren't really parallel in that sense, they are parallel in the SIMD sense.
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In such a world you won't need APIs because you'll have libraries that you can include in the compile process.
A library you include in the compile process is an implementation of an API.
APIs reduce code bulk at the cost of reduced code speed, don't they?
No.
gpu's aren't really parallel in that [traditional multithreaded] sense, they are parallel in the SIMD sense.
Actually, they're somewhere in between. Some current hardware can reallocate individual processors between fragment and vertex processing depending on the current workload profile. Even at the level of an individual processor lots of "threads" may be running simultaneously; this is to hide latency when a shader program blocks on memory (texture or framebuffer) access.
If you look at NV's descriptions of their 8xx-series drivers, they talk about *hundreds* of threads in flight at any given time. These aren't threads in the classical sense - there's no preemption, for a start - but they're much, much more advanced than SIMD-style "apply this instruction to all these values" parallelism.
You are very, very wrong. The history of computer hardware has been one where extra functionality is moved from the cpu for speed, folded back in a few years later for efficiency, and farmed out to an add-on card for speed some time later...
See http://catb.org/jargon/html/W/wheel-of-reincarnation.html for details.