http://theinquirer.net/default.aspx?article=35245
http://en.wikipedia.org/wiki/Vector_processing
Can anyone explain exactly what this will mean to us when applied?
http://theinquirer.net/default.aspx?article=35245
http://en.wikipedia.org/wiki/Vector_processing
Can anyone explain exactly what this will mean to us when applied?
Last edited by onewingedangel; 10-20-2006 at 03:50 AM.
Originally Posted by brentpresley
i would love that, the scientific aspect of it would be fantastic. especially when the people coding for it figured out precisely how to use it.. F@H and the like would see another 10X boost to complement the 40% boost they got from using ATI's GPU's
I guess they mean Nehalem could get a REAL vector unit. Right now, Intel uses SSEn which is basically an FPU that can do vector instructions aswell.
If Intel takes technology from the Alpha EV8 for Vector, we could see a dedicated vector unit on the die which would be much more powerful than SSEn.
The benefits would be that anything which could be vectorized would see a massive speed up..
Faster encoding/decoding, frames per second, :banana::banana::banana::banana: surfing![]()
So basically they are cloning the AIM AltiVec engine
Fast computers breed slow, lazy programmers
The price of reliability is the pursuit of the utmost simplicity. It is a price which the very rich find most hard to pay.
http://www.lighterra.com/papers/modernmicroprocessors/
Modern Ram, makes an old overclocker miss BH-5 and the fun it was
Jeez guys, chill with the vectoring, REAL TIME RAYTRACING on an 8 core tulsa :O !!! !!! !!! anyone see the implication here?
Imagine nfs with that level of detail on the WHOLE scene. Since the clovertown is indeed faster then that tulsa setup, and yorkfiel is faster then clovertown... dun dun duuuunnnnn i say 2 years till we have ray traced games. Maybe 3 till ray traced, fully vectored games. Wow that means i'd have to learn calculus nto even concieve a vector engine ;O NOO!
Uh, Brent, you're confused. Vector graphics simply means the use of geometrical encodings to represent graphic objects rather than pixel bitmaps. A line defined by its endpoints instead of being defined by the full set of pixels between them at a particular resolution.
Has nothing to do with vector processing, which is the ability of an instruction to perform the same operation on multiple operands at the same time.
what instruction set did you code it for?Originally Posted by brentpresley
Fast computers breed slow, lazy programmers
The price of reliability is the pursuit of the utmost simplicity. It is a price which the very rich find most hard to pay.
http://www.lighterra.com/papers/modernmicroprocessors/
Modern Ram, makes an old overclocker miss BH-5 and the fun it was
Then you could have step the compiler to optimize it for SSE without much recodingOriginally Posted by brentpresley
![]()
Fast computers breed slow, lazy programmers
The price of reliability is the pursuit of the utmost simplicity. It is a price which the very rich find most hard to pay.
http://www.lighterra.com/papers/modernmicroprocessors/
Modern Ram, makes an old overclocker miss BH-5 and the fun it was
j/k, that one always bugs me.
Sure, you can use vector instructions to crunch the matrices representing vector graphic objects, but the two uses of the word aren't related.
Sounds like a fascinating project. When you bypassed the driver, was this an OpenGL driver? Would've expected that to be reasonably well optimized for every major platform.
If you went to the trouble to optimize the performance of this math intensive app, it seems counterproductive to ignore the huge benefits from SSE/SSE2 that the compiler can give almost for free.
Presumably it was only a few inner loops that really needed turboing, and a runtime selection of different code paths wouldn't make much of a dent in the 650KB. Not as if it would require significant Q/A either.
Such is the PHB.![]()
Heckuva project to cut your teeth on. I can understand how real-world requirements would affect your choices, but if this was all in C then I don't see the boss's reluctance to compile with various optimization flags.
And really, why wasn't it written in FORTRAN?![]()
Look at the FPS - great for generating rendered objects for use in 3d modelling, CGI etc. But 1/20th the speed needed for a remotely playable game. Look for raytracing to make a big impact in the fields I mentioned above over the next few years, but real time gaming is a good while off yet.Originally Posted by n-sanity
Also the 3.73ghz Tulsa is an awesome chip - better than even a stock 2.93ghz x6800 in a lot of tasks. Its monsterous cache makes it a performance beast when a task isn't penalised too much by latency such as streaming and rendering apps.
Last edited by onewingedangel; 10-20-2006 at 10:42 AM.
True, however hardware Vector engines, will seriously Crunch alot faster than just letting the processor crunch it.Originally Posted by onewingedangel
Alot of Nested loops, that is just plain bad programmingOriginally Posted by brentpresley
Fast computers breed slow, lazy programmers
The price of reliability is the pursuit of the utmost simplicity. It is a price which the very rich find most hard to pay.
http://www.lighterra.com/papers/modernmicroprocessors/
Modern Ram, makes an old overclocker miss BH-5 and the fun it was
With a parallelizable program so CPU-dependent, I bet he's really looking forward to affordable quad-core.
You must've loved working on that project and seeing it further developed on all the platforms as the hardware just gets better and cheaper.
YES I have Zero social Skills but that should have been covered in the first 3 Chapters of your Book. Regardless of the language. Hell It is practically Page 1 material.Originally Posted by brentpresley
Fast computers breed slow, lazy programmers
The price of reliability is the pursuit of the utmost simplicity. It is a price which the very rich find most hard to pay.
http://www.lighterra.com/papers/modernmicroprocessors/
Modern Ram, makes an old overclocker miss BH-5 and the fun it was
It makes it clear to the human what's going on, but more important it makes it really clear to the compiler's optimizer how the data's being accessed. It can then use that information to replace entire spans of code with auto-parallelized equivalents taking advantage of SSEx and/or multiple threads.
I think the compiler in use at the time just wasn't very smart.
Something like:
might be rewritten by a smart compiler into:Code:for (i = 0; i < 10000; i++) a[i] = b[i] * c[i];
broken into two simultaneous threads. Kewl, eh?Code:for (i = 5000; i < 10000; i++) a[i] = b[i] * c[i]; for (iprime = 0; iprime < 5000; iprime++) a[iprime] = b[iprime] * c[iprime];
http://www.pgroup.com/
http://www.pathscale.com/
But bring lotsa $$$, esp. for a sitewide license.
So I am not understanding. In nehalem your saying Intel could add a vector unit . But it would also keep the SSEn units. As we are all aware that Intel has added sse4 instruction set to penryn 30 instructions and nehalem another 20 instructions for a total of 50 instructions . Would this still work with the vector units?Originally Posted by Carfax
let me explain it this wayOriginally Posted by Turtle 1
SSE, SSE2, SSE3...SSEn
http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions
Do Floating point and SIMD math (aka vector)
http://en.wikipedia.org/wiki/SIMD
By seperating the Floating point math unit from the Vector unit, they can massively improve performance for BOTH.
Since the Floating Point Unit can specialize for Floating point math (and not have to worry about vector math)
And the Vector unit, only has to deal with Vectors.
Now Altivec/VMX (depending on who you ask [Motorola or IBM])
Basically does exactly that.
Now what I am hoping for is that they follow the Altivec design, which is VASTLY superior to ANY Intel/AMD Streaming SIMD Extension
Fast computers breed slow, lazy programmers
The price of reliability is the pursuit of the utmost simplicity. It is a price which the very rich find most hard to pay.
http://www.lighterra.com/papers/modernmicroprocessors/
Modern Ram, makes an old overclocker miss BH-5 and the fun it was
The vectors in vector graphics are also used in a mathematical way. How else? Vector geometry is a mathematical tool.Originally Posted by LOE
![]()
Sigs are obnoxious.
Nice links nn. Now if I understand this correctly . Vector units to operate efficiently need there own registor. True or False. Is it possiable that the russian company intel bought a while back. Will aid intel with a much better compiler that could overcome FFU and vector units trying to use the register at the same time ? Anyone!Originally Posted by nn_step
Last edited by Turtle 1; 10-21-2006 at 03:08 PM.
Ideally speaking you would want 32 registers JUST for the Vector Unit. 128 or 256 bits wide apiece.Originally Posted by Turtle 1
Which will cause a Double in the space needed for Floating point/Vector math But you will get up to (in theory) 4 Times the processing power. Which SHOULD make it a Floating point/Vector Monster
Fast computers breed slow, lazy programmers
The price of reliability is the pursuit of the utmost simplicity. It is a price which the very rich find most hard to pay.
http://www.lighterra.com/papers/modernmicroprocessors/
Modern Ram, makes an old overclocker miss BH-5 and the fun it was
It better be a monster, this chip could be (or will be) mine one day.
This is some good info on what SSE4 brings with it in the Intel 45nm processor. I think it is looking great.
http://download.intel.com/technology...ions-paper.pdf
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