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Old 09-23-2009, 04:41 PM
MTd2 MTd2 is offline
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Default Larrabee's IDF presentation a success? More like a complete fiasco.

With so much money on it, the video presented on IDF seems a total failure. Look at how low distant from the scene is the viewpoint, occulting most of the effects required to show realism. Notice low are the frame rates. The reflection on the water is extremely simple, and it resembles more an old AMIGA 2000 video effect with distortion than something realistic you'd actually expect from anything aiming to be mainstream.

This is the presentation. Several minutes of failure:

http://www.youtube.com/watch?v=b5TGA-IE85o&NR=1
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Old 09-23-2009, 05:02 PM
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Let me add that, I cannot be sure if Larrabee is really faster than 16 Xeon cores (what Xeon, BTW? QuadCores @3.2). That Gulftown might be well correspond to 10 Xeon cores, so, that Larrabee could well be way worse that its simulation years ago using 4 Xeons.
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Old 09-23-2009, 05:18 PM
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The sea water sure looks like jelly...
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Old 09-23-2009, 05:48 PM
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I think most people were underwhelmed because the water effects weren't mature and there was a noticeable lack of on-screen action, along with other fun bugs like the flickering and frame-rate. Whether or not I'm impressed depends solely on the resolution that demo was running at: Perhaps you folks missed this, but that was being presented in a Ray Tracing engine, which is something that chugs and flickers on CUDA, too, and without too many pixels to show for it. It's bleeding edge technology. If that was a real-time, HD Ray Tracing demo, then I wouldn't count out Larrabee's Rasterized performance just yet.

Granted, I was, and still am, extremely wary of the product. But as far as Ray Tracing goes, this could pretty be much a breakthrough for real-time implementations, assuming it was in high resolution. In case none of you already knew, Ray Tracing doesn't scale nearly as nicely as Raster Tracing does.
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Last edited by olivergringold; 09-23-2009 at 05:52 PM. Reason: Grammar and facts are nice, I guess.
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Old 09-23-2009, 06:04 PM
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Quote:
Originally Posted by olivergringold View Post
I think most people were underwhelmed because the water effects weren't mature and there was a noticeable lack of on-screen action, along with other fun bugs like the flickering and frame-rate. Whether or not I'm impressed depends solely on the resolution that demo was running at: Perhaps you folks missed this, but that was being presented in a Ray Tracing engine, which is something that chugs and flickers on CUDA, too, and without too many pixels to show for it. It's bleeding edge technology. If that was a real-time, HD Ray Tracing demo, then I wouldn't count out Larrabee's Rasterized performance just yet.

Granted, I was, and still am, extremely wary of the product. But as far as Ray Tracing goes, this could pretty be much a breakthrough for real-time implementations, assuming it was in high resolution. In case none of you already knew, Ray Tracing doesn't scale nearly as nicely as Raster Tracing does.
Point is 16-core (4P) Xeon (Netburst architecture) makes playable framerates using Real Time Ray-Tracing, but Larrabee can't. Meaning Larrabee cannot replace 16 CPU cores yet, and the 4P quad-core platform are most probably more suitable (and easier to maintain) as rendering farms, but NOT Larrabee.

You can say Intel is trying to tell people that the CPU is the most important, so as for NVIDIA telling people the GPU is the most important. But this demo... *Sigh*

Last edited by 265586888; 09-23-2009 at 06:08 PM.
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Old 09-23-2009, 06:05 PM
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The demo didn't use the CPU at all to render the image, only LRB.
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Old 09-23-2009, 06:10 PM
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Quote:
Originally Posted by nAo View Post
The demo didn't use the CPU at all to render the image, only LRB.
And that's even worse, given first public Larrabee products are for professional market and rendering farms who would like to experiment with full programmable rendering pipeline.

Looks like conventional rendering farm solution could still live for a period of time, as they have more mature software/programming and hardware support.
Larrabee has only a few advantages, compact size and probably consumes less power than a 4P system by a slight margin.

Last edited by 265586888; 09-23-2009 at 06:14 PM.
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Old 09-23-2009, 06:15 PM
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Quote:
Originally Posted by 265586888 View Post
And that's even worse, given first public Larrabee products are for professional market and rendering farms who would like to experiment with full programmable rendering pipeline.

Looks like conventional rendering farm solution could still live for a period of time.
That doesn't make sense, it's doing more with less, how can it be any worse?
Moreover Intel has never announced that the first LRB products are for the professional market.
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Old 09-23-2009, 06:53 PM
DeadlyCouncil DeadlyCouncil is offline
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they sort of did: http://www.tomshardware.com/news/int...hics,5847.html
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Old 09-23-2009, 06:59 PM
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Old or not it just confirms what I said. Intel has never stated that the first LRB products will be aimed at the professional market. Have you guys actually read the material that Intel has presented at the latest GDC and Siggraph? It was clearly about (rasterzation and) games!
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