Valve's New Direction On Multicore Processors 80
illeism writes "Ars Technica has a good piece on Valve's about face on multithread and multicore application in programming. From the article: '...we were treated to an unveiling of the company's new programming strategy, which has been completely realigned around supporting multiple CPU cores. Valve is planning on more than just supporting them. It wants to make the absolute maximum use of the extra power to deliver more than just extra frames per second, but also a more immersive gaming experience.'"
A good suppliment article (Score:3, Informative)
Re:So have the Win multicore bugs been worked out? (Score:3, Informative)
From a modding point of view, the Source map compilation tools are fully SMP-aware - so I guess someone at Valve knows about multithreaded programming. Seeing both processors pegged at 100% is great, as is hearing the whooshing noise from my laptop's fans. No belching of flames quite yet, fortunately.
(Actually, the compilation tools will scale up to running in a distributed manner - apparently at Valve, even the receptionist's PC contributes processor time. But the necessary glue code isn't available for us modders, alas.)
Debugging multithreaded code (Score:5, Informative)
Re:So have the Win multicore bugs been worked out? (Score:4, Informative)
multi-core and GPU/CPU integration (Score:5, Informative)
"Newell even talked about a trend he sees happening in the future that he calls the "Post-GPU Era." He predicts that as more and more cores appear on single chip dies, companies like Intel and AMD will add more CPU instructions that perform tasks normally handled by the GPU. This could lead to a point where coders and gamers no longer have to worry if a certain game is "CPU-bound" or "GPU-bound," only that the more cores they have available the better the game will perform. Newell says that if it does, his company is in an even better position to take advantage of it."
This is almost certainly why AMD has bought out ATI - they see that the future is about integrating everything on the motherboard into one IC, and AMD wants the CPU to be that point of integration. For more, see:
Computers in 2020
http://digitalcrusader.ca/archives/2006/02/comput
Re:OS X Leopard and OpenGL (Score:4, Informative)
Ati and Nvidia's drivers are already multithreaded on windows but there is only a 10% improvement at best... Rendering frames to the screen is inherently serial so you can't make it much faster with more cores.
We're not talking about the drivers, per se. Many the libraries used by OpenGL programs and some of the OS interactions will be spawned as a second "feeder" process that does nothing but send data to the graphics card/drivers. This means programs who are CPU bound and single threaded, can offload one big task to the second processor without any work from the developers or even recompiling. Theoretically, the perfect storm would be a process where half the work is feeding the GPU and the bottleneck to the GPU is at least half as wide as the CPU bottleneck... resulting in twice the performance. This will never happen, of course, and I don't expect much benefit from this optimization in general, but it is still kinda neat and might be useful in some instances.
dual vs. single + gpu (Score:2, Informative)