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Thread: Vector processing on nehelam?

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  1. #1
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    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 n to even concieve a vector engine ;O NOO!

  2. #2
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    Quote Originally Posted by n-sanity
    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 n to even concieve a vector engine ;O NOO!
    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.

    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.

  3. #3
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    Quote Originally Posted by onewingedangel
    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.

    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.
    True, however hardware Vector engines, will seriously Crunch alot faster than just letting the processor crunch it.
    Quote Originally Posted by brentpresley
    LOL - b/c NEITHER of us knew Fortran.

    Compiler flags weren't the only thing at the time for SSE (IIRC). We ran code profiling w/ some Intel tools and they were telling us we would have to un-nest a lot of the loops, etc. for SSE to work properly. So we said screw it.

    After that project, I swore I was not coding again.
    Alot of Nested loops, that is just plain bad programming
    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

  4. #4
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    Quote Originally Posted by brentpresley
    Your really are a piece of work, you know that? Come back when YOU'VE written something as complex as that AFTER ONE programming class.

    You know, you have ZERO social skills. Did your parents ever tell you that if you can't say something nice to keep your G D@MN mouth shut!
    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.
    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

  5. #5
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    Nothing wrong w/nested loops

    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.

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