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Watch Intel's First Demo of Larrabee GPGPU
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Larrabee's raytracing Quake Wars: Enemy Territory!
While Intel makes many chips and technologies for all sorts of computing, its known for its CPUs. Now Intel is ready to take on a whole new challenge in the area of graphics with its upcoming Larrabee GPU.
Larrabee's raison d'être is to give Intel something to push back with against AMD and Nvidia. It won't be a direct competitor to Radeons and GeForces, as Larrabee is fundamentally different from present GPUs on the market
Notably, Larrabee's architecture is based off the Pentium P54C design and will use the x86 instruction set. The nature of the design makes Larrabee better suited to the term of the GPGPU. Larrabee is expected to function as a modest rasterizer, but could have the edge the computationally-heavy method of raytracing.
At IDF 2009, Intel made its first public demonstration of Larrabee – running on a Gulftown system, no less. Check it out in the video embedded below:
Source : Tom's Hardware US
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In order run physics effects on your PC today, you typically have to use the CPU, regardless of the platform you rely on. IBM's Xenon & Broadway, Sony Cell, Intel Core or AMD Phenom - all of these CPUs, however, have not yet shown that they can be capable physics drivers, so, in our opinion, specialized physics accelerators will be the solution for the future. Even at Intel there is Larrabee, which is designed to become an all-purpose accelerator chip that is used for graphics as well as ray-tracing and physics, according to sources close to company. The second part of the equation is the development of next-generation game engines, which are going to drive implementation of real-world physics with next-generation consoles and PCs. Let's look the public statements made in regards to the Nvidia-Ageia deal: Nvidia released a following statement from Jen-Hsun Huang, co-founder and CEO: "The AGEIA team is world class, and is passionate about the same thing we are - creating the most amazing and captivating game experiences. By combining the teams that created the world's most pervasive GPU and physics engine brands, we can now bring GeForce-accelerated PhysX to hundreds of millions of gamers around the world." Manju Hegde, co-founder and CEO of Ageia, released the following statement: "Nvidia is the perfect fit for us. They have the world's best parallel computing technology and are the thought leaders in GPUs and gaming." True or not, the two statements refer to the present situation. But this deal was all about the future and controlling (or at least balancing) the world of physics computing, which set to march beyond the domain of games. Based on these statements, you might think that all currently-shipped GeForce products support PhysX, while the truth is that PhysX will be implemented in future chips, destined to be shipped in the hundreds of millions. Suddenly there is a pretty good reason for developers and publishers to jump on PhysX immediately. Following the acquisition yesterday, we had the chance to talk to Tim Sweeney, founder of Epic Games and the brain behind the Unreal engine. Sweeney said that "we've had a great relationship with the Ageia team for years, and bundle their PhysX library with Unreal Engine 3 as its standard physics solution." He added that he was "happy to see Nvidia jump in and throw its massive weight behind physics." Sweeney mentioned that he is planning to use Ageia physics features with "future Unreal Engine 3 games on all platforms." The "all platforms" note is particularly interesting. Hidden away from the eyes of public, engineers are creating next-generation Xbox, next-gen PlayStation and next-gen Wii titles. We managed to find out that all creative spirits of these projects are now hidden in caves, working hard on getting the new silicon for future parts. You can expect that new wave of consoles comes will come to market in the 2010/11 timeframe, even though conservative estimates are talking about 2012 at this point. But, clearly, Nvidia's mention of "hundreds of millions of gamers" was a signal for the IT industry as whole. It will be driven in all major graphics application markets. When it comes to PC itself, Nvidia has several plans, seen in this author's 2nd grade MSPaint skills in the picture above. The future is in physics being rendered on Nvidia's integrated chipsets and graphics cards. The key to this strategy is not to think just about Intel or AMD processors, but a bit wider than that. If we are listening to the "rumors that could be true" department, we should to pay attention to the next-generation Sony console, which may integrate physics capability directly into Nvidia's GPU, which reportedly is not going to be the last-minute patchwork Nvidia had to deliver with the PS3 RSX GPU. What makes this deal a sensible solution is the fact that Ageia has the engineers to take advantage of Nvidia's future hardware. You can bet the farm on the fact that future GPUs will have substantial input from Ageia's staff in terms of effectively channeling: Current GPUs have a deadly flaw in GPGPU terms - there are substantial performance penalties when branching is used. At the other hand, CPU and PPU excel in branching, because there is enough cache to put "what-if" instructions and correctly predict what could happen. Intel knew that and is building Larrabee with massive cache in the middle, while Nehalem, Westmere and Sandy Bridge will continue to increase the overall amount of cache, while re-introducing Hyper-Threading, enabling up to 16 threads on a single socket. It is too early to say what will be the first GPU influenced by Ageia's engineers, but we expect that some influence might already be seen in the high-end graphics chip coming in 2009.
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At the end of the day, the Ageia acquisition could be another lucrative acquisition for Nvidia that can be traced down to Jen-Hsun Huang, known to industry insiders as an extremely dedicated individual who is lucky enough to have the whole company behind him. The reason for this almost fanatical fellowship at Nvidia lies within some publicized events in Nvidia's past. For instance, when Nvidia has hit with the trouble surrounding the GeForce FX, Jen-Hsun Huang and the executive decided not to fire anyone. Cost-cutting was mainly done on the executive level, but unlike Apple's $1 salary, this move was not advertised at all. All of the executives did not took any bonuses and invested heavily in the company, also reducing their salary to the legal minimum (read: Steve Jobs salary minus the stock options), just to get through rough weather. The storm did not last for long, but the executive team got a massive payoff: The whole company is now said to stands by its leadership and the constant expansion only speaks of the power the company now has. When AMD acquired ATI, several industry insiders and analysts were quick to say that Nvidia's days are over. With Intel Larrabee on one side and AMD Fusion on another, wiping out Nvidia was expected to be a walk in the park. However, today Nvidia is a billion dollar per quarter company. We have often said that we expect GPGPUs the next big thing and Nvidia's CUDA is in place to take advantage of this trend. Nvidia's current market cap is $14.46 billion, while AMD is at $4.59 billion. Sadly for Jen-Hsun Huang, Nvidia could not took over AMD, since he reportedly was unable to generate support for the move - despite he publicly always said that he isn't interested in CPUs, but wanted to focus on graphics instead. We heard that the debt-to-equity ratio was too big for the current size of the company. It will be interesting to see what will happen when Fusion and Nehalem arrive on desktop and mobile platforms. There have been talks that AMD could become an interesting acquisition target once cost is under control and there is more visibility how effective its roadmap will be. There may be another chance for Huang. With integration of PhysX into its products, Nvidia is providing a clear signal that the nForce chipset is not going anywhere and that the company will continue to squeeze the CPU to the point where the CPU is just another component of a computer, regardless of Intel's plans to integrate everything into Nehalem/QuickPath interface (formerly known as CSI: Santa Clara or Nehalem's direct interconnect like Hypertransport). The only thing that Nvidia will have to be careful about are FSB licenses. If that is the case, the company will continue to be a formidable rival.
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It’s very tempting to compare Larrabee and Cell. Both use a multitude of single cores (in-order), putting the accent on vector calculation, 256 KB of dedicated memory per core, a ring bus to connect it all, etc. The similarities are numerous at first glance. Yet, the differences are also substantial: The Cell is first and foremost a CPU. Although it’s oriented toward streaming-type applications, it is not intended for rendering calculation, and consequently, there are no texture units. Another major difference is in the way memory is managed. On the Cell, except for the PPE, which is the only part of the processor that has a global vision of the memory space, all the SPU's memory accesses are limited to 256 KB of local store memory. So, access to main memory must be done explicitly via direct memory access (DMA) operations. Conversely, as we saw earlier, all of Larrabee’s cores have access to the entire memory space, via a cache memory whose management is transparent to the programmer, even if the programmer does have a certain form of control. Intel’s choice greatly simplifies programming and avoids having to include a more generalist core like the PPE. This heterogeneous system is one of the Cell’s handicaps, since it complicates things for the programmer. In addition to explicit management of memory, he or she must also build two executables using two different sets of instructions, which means using two different compilers. So Larrabee’s cores are much more complete than the Cell’s SPUs, since they support all the x86 instructions. However, their performance is also better in terms vector calculation. That’s because they operate on 512-bit vectors instead of the SPUs’ 128 bits, and while the Cell should have the advantage in clock frequency (Larrabee is expected to clock at 2 to 2.5 GHz, but that’s still very hypothetical), that doesn’t compensate for such a big disadvantage. So does that mean the Cell has nothing going for it? Not really. The Cell, with 234 million transistors (a number that was impressive three years ago but is far from earth shattering today) will be significantly less costly to manufacture than the Larrabee, which will be much larger and very expensive to produce. Finally, although it hasn’t met with the success some were expecting, the Cell is still built into more than 20 million PlayStation 3s, and lot of programmers who have been working very hard at developing applications for this platform for three years now have undeniable expertise in how to get the most out of it. For the time being, Larrabee only exists on paper, and even once it becomes available, few programmers are likely to have the courage to “write to the metal.” Most will simply use the APIs (OpenGL/Direct3D for 3D and OpenCL/Compute Shader for GPGPU). However, from a hardware point of view, it’s undeniable that Larrabee is much more interesting. The Cell prefigured several important concepts that are now showing up in Larrabee. But with hindsight, it may have been too ambitious for its time, and IBM had to make serious compromises to make its vision compatible with the technology available then.









GPGPU Fail. When they take off the development name, will the marketing name be Intel Failchip?
Ok so that video showed me absolutely nothing. Or did I miss something?
Is it me, or does that video look like its at quite a low frame rate?
"keep simple things simple" .......... i'd like to hear more about that...also...was expecting more to it then a real time ray-tracing demo, at least an fps counter on the screen.... i guess thats part of the keep simple things simple campaign.
Hmmm interesting proof of concept but would of liked to see aplications something that most people use like games such as crysis, bioshock or stalker. Also programs such as 3dsmax or softidemage or arcmap.
Woah! It actually plays video. I'm sure AMD and Nvidia are scared to death! LOL
So it cant play Crysis? ..ok joking aside.. this demo is not a good seller on the possibilities this could bring.. but so far i think WOW players will love finding cheaper laptops with no intigrated video cards that can play with more detail. Heavy gamers... not the time..not the place...................... YET!
What kind of power consumption are we looking at? I am completely sure this will never compete with high end GPUs performance wise but I would like to see a performance per watt comparison though.
So it cant play Crysis? ..ok joking aside.. this demo is not a good seller on the possibilities this could bring.. but so far i think WOW players will love finding cheaper laptops with no intigrated video cards that can play with more detail. Heavy gamers... not the time..not the place...................... YET!
who said anything about cheaper???? to me this looks like its gona be more expensive, plus i think theyd probably sell most builds if not all builds with discrete graphics only. however this does depend on how much larabee actually benchmarks, "give time, time".
@tntom: could be wrong, but I believe prior reports indicated significantly higher TDP than similar performing GPUs (which is to say, the top GPUs from a couple generations ago)
The demo was for real-time ray tracing, not standard rasterization. RTRT is a pretty intensive task, that's why most people choose the raster route.
Of course, Larrabee will have to do rasterizing too, regardless of whether or not RTRT makes any headway.
So... Larafail ain't so fail after all. That's good to know.
If i heard correctly on the video, they re-rendered a scene (map?) using Raytracing alone for lights and reflections adding another process for it, that's pretty impressive... Too bad it has so low FPS for a *gamer* to care. It has some impressive capabilities for rendering though, hope Intel puts more juice for gamers to care.
WHys tatic scenario Move around inside D;
I think he looked very life like for a ray trace rendering.
Actually, that's not bad, for animation rendering in realtime, i'm thinking in movies and short movies, as render times are huge, with a lot of network computers, if you can use one or two of those, that will shorten render time to days instead of months..
and as it uses x86 instructions, the net renderers could recognize it as another multicore CPU, with little coding..
My guess is since its not specialized for graphics only, price/performance ration will be poor compared to graphics cards.
Somehow, after all the Larabee buzz, this has not impressed me.
hmmm, why are all the huge corp spokes persons required to have a euro trash accent.
Again with that game? So what, so it can raytrace ETQW, awesome. It still looks like it lags while doing it and what about all the other games.
you know what, despite intel having the majority number of shares in the market, they still seem to be putting a whole lot in R&D, and even if they do mess up, they've been leading for quite a while, and unlike nvidia, they haven't been slacking... i really hope them the best
i mean they already announced 22nm for 2011, that is really impressive.
the water actually looks kinda lame
didn't they say they would totally own Ati/Nvidia?
or was that with something else?
It's doing way more than 50 xeons were a few years back, and you people aren't impressed? That's probably because you do not understand what you are seeing and what it entails for the future.
Rasterisation is great but for effects like shadows and mirrors it is a real mess. Processing requirements also scale linearly hence these ridiculous graphics cards. Rasterisation just lacks the realism of ray tracing. Developers have to do so much work with rasterisation to get all those nice effects and they can't do every surface.
Ray tracing engines will change all this and the developer will simply define transparency, reflectivity etc. rather than having to create them by hand.
Essentially raytracing is a more physics like approach treating the simulation like it is in the real world.
Besides, Intel made no attempt to promote this as a high-end/enthusiast product. So why is there a straight presumption that it will be? It won't. They are aiming for the mainstream market, NOT the top end. (Don't be surprised that ATI and Nvida will own Intel on the performance side in 2010...In fact, I know they will.)
Dont get me wrong, AMD's 5870 demo with Crysis on Eyefinity was much more impressive to me. That and the fact that AMD's card hits 2.72 terraflops on a single chip, while Larrabee is targeting a measly 1 terraflop.
eklipz330: I hate Nvidia, but they're doing a far better job than Intel is... Larrabee is crap compared to a first gen 90nm (or whatever) 8800 series GPU, they can rebrand those for 5 more generations and still be better than Larrabee. Larrabee is the Titanic of the digital era.
Although, if you compare the Tflops of Larrabee vs. the Gflops of Nehalem, either every single Larrabee core is just as fast as Nehalem(at a lower clockspeed), or Intel is completely full of shit. Take your pick.
Had his hands in his pockets, on a demonstration, way to go. Shoulda paid me the 6 figures he got to do that demonstration. Least i WOULD/COULD do it professionally and not talked like a robot.
I don't doubt Intel for a second. I'm excited to see what they have to offer.
Yey competition is good for consumers
I don't know about you guys, but I found AMD's year-old demo of raytracing to be far more spectacular:
http://www.youtube.com/watch?v=7fz [...] ature=fvwp
Intel's demo just looked pathetic. They are GPU-cursed, it's unreal...
I don't know about you guys, but I found AMD's year-old demo of raytracing to be far more spectacular:http://www.youtube.com/watch?v=7fz [...] ature=fvwpIntel's demo just looked pathetic. They are GPU-cursed, it's unreal...
The demo looks good, but I didn't see anyplace that the demo is actually real-time ray-tracing.
But yes I agree, the Intel demo was more like a proof of concept. I also think as people start seeing more real-time ray-tracing, photo-realistic rendering, and general-purpose processing, they can appreciate it more.
enewmen: Feel free to google it and prove me wrong, but I'm 95% certain that was done in real-time, if I remember correctly.
I'm sure it's done in real-time, it's just not ray-traced. The technique that the Ruby demo used looks like "Scanline rendering". There is a BIG difference.
http://en.wikipedia.org/wiki/Rende [...] _graphics)