Larrabee (microarchitecture)

Source: Wikipedia, the free encyclopedia.
The Larrabee GPU architecture, unveiled at the SIGGRAPH conference in August 2008

Larrabee is the

high performance computing
.

Almost a decade later, on June 12, 2018; the idea of an Intel dedicated GPU was revived again with Intel's desire to create a discrete GPU by 2020.[6] This project would eventually become the Intel Xe and Intel Arc series, released in September 2020 and March 2022, respectively - but both were unconnected to the work on the Larrabee project.

Project status

On December 4, 2009, Intel officially announced that the first-generation Larrabee would not be released as a consumer GPU product.[7] Instead, it was to be released as a development platform for graphics and high-performance computing. The official reason for the strategic reset was attributed to delays in hardware and software development.[8] On May 25, 2010, the Technology@Intel blog announced that Larrabee would not be released as a GPU, but instead would be released as a product for high-performance computing competing with the Nvidia Tesla.[9]

The project to produce a GPU retail product directly from the Larrabee research project was terminated in May 2010.

Knights Corner was planned for production in 2012 or later.[citation needed
]

Comparison with competing products

According to Intel, Larrabee has a fully programmable pipeline, in contrast to current generation graphics cards which are only partially programmable.

Larrabee can be considered a hybrid between a

SIMD
vector units and texture sampling hardware are GPU-like.

As a GPU, Larrabee would have supported traditional rasterized

physics processing,[10] in real time for games or offline for scientific research as a component of a supercomputer.[11]

Larrabee's early presentation drew some criticism from GPU competitors. At

CTO, delivered a keynote at the Supercomputing 2009 conference on November 17, 2009. During his talk he demonstrated an overclocked Larrabee processor topping one teraFLOPS in performance. He claimed this was the first public demonstration of a single-chip system exceeding one teraFLOPS. He pointed out this was early silicon, thereby leaving open the question on eventual performance for the architecture. Because this was only one fifth that of available competing graphics boards, Larrabee was cancelled "as a standalone discrete graphics product" on December 4, 2009.[3]

Differences with contemporary GPUs

Larrabee was intended to differ from older discrete GPUs such as the

Radeon 4000 series
in three major ways:

This had been expected to make Larrabee more flexible than current GPUs, allowing more differentiation in appearance between games or other 3D applications. Intel's

More recent GPUs such as ATI's Radeon HD 5xxx and Nvidia's GeForce 400 series feature increasingly broad general-purpose computing capabilities via DirectX11 DirectCompute and OpenCL, as well as Nvidia's proprietary CUDA technology, giving them many of the capabilities of Larrabee.

Differences with CPUs

The x86 processor cores in Larrabee differed in several ways from the cores in current Intel CPUs such as the

Core i7
:

Theoretically Larrabee's x86 processor cores would have been able to run existing PC software, or even operating systems. A different version of the processor might sit in motherboard CPU sockets using QuickPath,[17] but Intel never announced any plans for this. Though Larrabee's native C/C++ compiler included auto-vectorization and many applications were able to execute correctly after having been recompiled, maximum efficiency was expected to have required code optimization using C++ vector intrinsics or inline Larrabee assembly code.[14] However, as in all GPGPUs, not all software would have benefited from utilization of a vector processing unit. One tech journalism site claims that Larrabee's graphics capabilities were planned to be integrated in CPUs based on the Haswell microarchitecture.[18]

Comparison with the Cell broadband engine

Larrabee's philosophy of using many small, simple cores was similar to the ideas behind the

Cell processor. There are some further commonalities, such as the use of a high-bandwidth ring bus to communicate between cores.[14]
However, there were many significant differences in implementation which were expected to make programming Larrabee simpler.

Comparison with Intel GMA

Intel began integrating a line of GPUs onto motherboards under the

power consumption of Intel GMA chips made them suitable for small laptops and less demanding tasks, they lack the 3D graphics processing power to compete with contemporary Nvidia and AMD/ATI GPUs for a share of the high-end gaming computer market, the HPC market, or a place in popular video game consoles. In contrast, Larrabee was to be sold as a discrete GPU, separate from motherboards, and was expected to perform well enough for consideration in the next generation of video game consoles.[19][20]

The team working on Larrabee was separate from the Intel GMA team. The hardware was designed by a newly formed team at Intel's

The Intel Visual Computing Institute will research basic and applied technologies that could be applied to Larrabee-based products.[22]

Projected performance data

Benchmarking results from the 2008 SIGGRAPH paper, showing predicted performance as an approximate linear function of the number of processing cores

Intel's

F.E.A.R with 4× antialiasing, and 10 cores for Half-Life 2: Episode Two with 4× antialiasing. Intel claimed that Larrabee would likely run faster than 1 GHz, so these numbers do not represent actual cores, rather virtual timeslices of such. Another graph shows that performance on these games scales nearly linearly with the number of cores up to 32 cores. At 48 cores the performance drops to 90% of what would be expected if the linear relationship continued.[23]

A June 2007 PC Watch article suggested that the first Larrabee chips would feature 32 x86 processor cores and come out in late 2009, fabricated on a

32 nanometer fabrication process to enable a 48-core version.[24]

The last statement of performance can be calculated (theoretically this is maximum possible performance) as follows: 32 cores × 16 single-precision float SIMD/core × 2 FLOP (fused multiply-add) × 2 GHz = 2 TFLOPS theoretically.

Public demonstrations

A public demonstration of the Larrabee ray-tracing capabilities took place at the Intel Developer Forum in San Francisco on September 22, 2009. An experimental version of Enemy Territory: Quake Wars titled Quake Wars: Ray Traced was shown in real-time. The scene contained a ray traced water surface that reflected the surrounding objects, like a ship and several flying vehicles, accurately.[25][26][27]

A second demo was given at the SC09 conference in Portland at November 17, 2009 during a keynote by Intel CTO Justin Rattner. A Larrabee card was able to achieve 1006 GFLops in the SGEMM 4Kx4K calculation.

An engineering sample of a Larrabee card was procured and reviewed by Linus Sebastian in a video published May 14, 2018. He was unable to make the card give video output however, with the motherboard displaying POST code D6.[28] In 2022 another card was demonstrated by YouTuber Roman “der8auer” Hartung, which was shown to be working and outputting a display signal but was not capable of 3D acceleration due to missing drivers.[29]

See also

References

  1. ^ Forsythe, Tom. "SMACNI to AVX512 the life cycle of an instruction set" (PDF).
  2. ^ Forsyth, Tom (2020-12-22). "Tom Forsyth on Naming of Larrabee Instruction Set". Archived from the original on 2020-12-22. Retrieved 2020-12-22.
  3. ^
    CBS Interactive
    .
  4. ^ Charlie Demerjian (December 4, 2009). "Intel kills consumer Larrabee, focuses on future variants - SemiAccurate". SemiAccurate.com. Retrieved April 9, 2017.
  5. ^ a b Smith, Ryan (May 25, 2010). "Intel Kills Larrabee GPU, Will Not Bring a Discrete Graphics Product to Market". AnandTech.
  6. Anandtech
    . Retrieved November 4, 2018.
  7. ^ Stokes, Jon (5 December 2009). "Intel's Larrabee GPU put on ice, more news to come in 2010". Ars Technica. Condé Nast.
  8. ^ Smith, Ryan. "Intel Cancels Larrabee Retail Products, Larrabee Project Lives On". AnandTech.com. Retrieved April 9, 2017.
  9. ^ "Blogs@Intel - Intel Blogs". Intel.com. Retrieved April 9, 2017.
  10. ^ Stokes, Jon (17 September 2007). "Intel picks up gaming physics engine for forthcoming GPU product". Ars Technica. Retrieved 2007-09-17.
  11. ^ Stokes, Jon (27 April 2007). "Clearing up the confusion over Intel's Larrabee". Ars Technica. Retrieved June 1, 2007.
  12. ^ "Larrabee performance--beyond the sound bite". CNet.com. Retrieved April 9, 2017.
  13. ^ "Intel's 'Larrabee' on Par With GeForce GTX 285". TomsHardware.com. June 2, 2009. Retrieved April 9, 2017.
  14. ^
    S2CID 52799248. Archived from the original
    (PDF) on 2021-03-07. Retrieved 2008-08-06.
  15. ^ "Intel's Larrabee GPU based on secret Pentagon tech, sorta [Updated]". Ars Technica. 9 July 2008. Retrieved 2008-08-06.
  16. ^ Glaskowsky, Peter. "Intel's Larrabee--more and less than meets the eye". CNET. Retrieved 2008-08-20.
  17. ^ Stokes, Jon (5 June 2007). "Clearing up the confusion over Intel's Larrabee, part II". Ars Technica. Retrieved 2008-01-16.
  18. ^ "Intel to use Larrabee graphics on CPUs - SemiAccurate". SemiAccurate.com. August 19, 2009. Retrieved April 9, 2017.
  19. ^ Chris Leyton (August 13, 2008). "Intel's Larrabee Shaping Up For Next-Gen Consoles?". Archived from the original on August 17, 2008. Retrieved August 24, 2008.
  20. ^ Charlie Demerjian (February 5, 2009). "Intel Will Design PlayStation 4 GPU". Archived from the original on May 11, 2009. Retrieved August 28, 2009.{{cite web}}: CS1 maint: unfit URL (link)
  21. ^ Wilson, Anand Lal Shimpi & Derek. "Intel's Larrabee Architecture Disclosure: A Calculated First Move". AnandTech.com. Retrieved April 9, 2017.
  22. ^ Ng, Jansen (May 13, 2009). "Intel Visual Computing Institute Opens, Will Spur "Larrabee" Development". DailyTech. Archived from the original on May 16, 2009. Retrieved May 13, 2009.
  23. ^ Steve Seguin (August 20, 2008). "Intel's 'Larrabee' to Shakeup [sic] AMD, Nvidia". Tom's Hardware. Retrieved August 24, 2008.
  24. ^ "Intel is promoting the 32 core CPU "Larrabee"" (in Japanese). pc.watch.impress.co.jp. Retrieved August 6, 2008.translation
  25. ^ Geeks3D (2008-06-12), Ray Traced Quake Wars, archived from the original on 2021-09-17, retrieved 2022-03-07{{citation}}: CS1 maint: numeric names: authors list (link)
  26. ^ "Light It Up! Quake Wars* Gets Ray Traced" (PDF). Archived (PDF) from the original on February 15, 2010. Retrieved 2022-03-07.
  27. ^ "Quake Wars: Ray Traced". 2008-08-18. Archived from the original on 2011-07-19.
  28. ^ Linus Tech Tips (2018-05-14), WE GOT INTEL'S PROTOTYPE GRAPHICS CARD!!, archived from the original on 2021-12-21, retrieved 2019-05-10
  29. ^ der8auer EN (2022-12-24), HW-Legends #13: Intel Canceled This Project - The most expensive Card in my Collection (Larrabee), archived from the original on 2023-07-23, retrieved 2023-07-23{{citation}}: CS1 maint: numeric names: authors list (link)

External links