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Intel Reveals More Larrabee Architecture Details

Posted by CmdrTaco on Mon Aug 04, 2008 07:46 AM
from the switching-from-binary-to-trinary dept.
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."
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  • Good old SIGGRAPH (Score:5, Insightful)

    by Gothmolly (148874) on Monday August 04 2008, @07:58AM (#24465189)

    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.

    • Re:Good old SIGGRAPH (Score:5, Informative)

      by TheRaven64 (641858) on Monday August 04 2008, @08:09AM (#24465317) Homepage Journal
      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.
      • Re: (Score:3, 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.

        • Re: (Score:3, 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.
    • the closing of PARC

      Eh? [parc.com]

  • 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.
    • 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.

      • by Kjella (173770) on Monday August 04 2008, @08:28AM (#24465587) Homepage

        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.

        • 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.
        • 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 t

        • 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
      • 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, the

    • by Churla (936633) on Monday August 04 2008, @08:23AM (#24465503)

      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.

    • 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?

  • 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

    • by TheRaven64 (641858) on Monday August 04 2008, @08:24AM (#24465515) Homepage Journal
      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.
    • > 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

  • ..a, uh, beowulf cluster...I just can't put my heart into it anymore!
  • 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 [arstechnica.com]. 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 [wikipedia.org] is somewhat helpful. But I don't see anything which would help me understand the cost of the low-end Larrabee projects.
  • This only goes to show that the people at Intel really can't count..

    (Firmly tongue in cheeck, of course :)

  • by ponos (122721) on Monday August 04 2008, @09:11AM (#24466221)

    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.

    • 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.

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

  • I live in Larrabee, IA [google.com] and I'm getting a kick out of these replies . . .
  • by Vaystrem (761) on Monday August 04 2008, @10:36AM (#24467511)

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

    • 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.

      • 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.

        • Re:Good news (Score:5, Informative)

          by gnasher719 (869701) on Monday August 04 2008, @08:15AM (#24465403)

          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.

          • Re: (Score:3, 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.

            • 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.

            • Re: (Score:3, 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 s

      • by oldhack (1037484) on Monday August 04 2008, @08:10AM (#24465335)
        This is good news for Mac mini and MacBook users. But I can't stand them.
        • 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 definitel
      • also, seems unlikely as those things burn a lot of watts. however, apple ways are obscure to mortal. intel said that this thing supports Apple CL, so maybe this could ends up on a workstation.
    • by Anonymous Coward on Monday August 04 2008, @08:16AM (#24465411)

      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".


      • 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
        • by TheRaven64 (641858) on Monday August 04 2008, @11:10AM (#24468091) Homepage Journal
          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.

          • 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.
    • Re:OpenGL (Score:5, Informative)

      by TheRaven64 (641858) on Monday August 04 2008, @08:21AM (#24465475) Homepage Journal
      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.
      • Re:OpenGL (Score:5, Interesting)

        by Ed Avis (5917) <ed@membled.com> on Monday August 04 2008, @08:30AM (#24465621) Homepage

        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.

        • Re: (Score:2, Informative)

          by Anonymous Coward

          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.

        • Re:OpenGL (Score:4, Informative)

          by TheRaven64 (641858) on Monday August 04 2008, @10:26AM (#24467369) Homepage Journal

          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.

    • 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.

    • 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 yo