Summary: Yesterday Intel shed more light on their upcoming next-generation CPU designed to replace today's Core 2 CPUs, Nehalem. They also divulged more details on their graphics project, codenamed Larrabee. In this article Chris goes over the highlights of Intel's briefing with members of the press. Read all about it inside!
At the same time, this is business as usual for Intel. The company is adhering to its architecture and silicon cadence—the tick and tock that enables Intel to move to a new manufacturing technology and then launch a fresh micro-architecture once manufacturing has been perfected. Intel’s 45nm Penryn family, represented on the desktop as the dual-core Wolfdale and quad-core Yorkfield chips, was the tick. Later this year, Intel will start production on the tock—an entirely new architecture currently called Nehalem. Pat Gelsinger, Sr. vice president and general manager of Intel’s Digital Enterprise group, gave us a fairly in-depth look at the Nehalem die in anticipation of IDF Shanghai 2008. We also got an idea of how Intel will modularize the architecture to create a diversified product lineup targeting different price points. We even came away with information about the platform set to power high-end desktop and workstation Nehalem-based machines. After he had covered Nehalem, Intel’s Gelsinger spent some time discussing Larrabee—a hush-hush graphics project expected in the 2009-2010 timeframe. Intel wasn’t ready to get into specifics about the chip’s architecture or specifications. In fact, we’ve learned more about Larrabee from reading Ars Techica’s coverage of the processor. However, there were a handful of interesting nuggets tossed around and an ultra-confident endorsement by Gelsinger. If all goes as planned, Larrabee stands a good chance of changing the GPU landscape for us gamers. [image]
On an unrelated, but still interesting note, Intel also introduced plans for its Tukwila and Dunnington designs. The former is an upcoming addition to the Itanium family. It’s a monster, made up of two billion transistors and comprised of four cores, 30MB of cache, and dual integrated memory controllers. Obviously, it won’t have any bearing on desktop gaming, but the die shot is incredible when you consider its complexity. The latter, Dunnington, will be the final Penryn-based Xeon. Pat Gelsinger explained the company’s approach to Dunnington as a balance based on extensive workload analysis, which is why you’re seeing six cores and fairly large cache. [image]
“In this segment of the market, everything is already thread-enabled,” Gelsinger says. So, the company had the option to go quad-core with lots of cache or eight-core with less cache. Eight-core with lots of cache would be cost-prohibitive for a Xeon chip. The decision to implement six cores and 16MB of L3 cache yielded, in Intel’s collective mind, the best possible compromise. Dunnington is to be manufactured using Intel’s 45nm Hi-K node—good, since the design incorporates 1.9 billion transistors on a single die. To put that into perspective, the quad-core Yorkfield, which actually consists of two dual-core Wolfdales, sports 410 million transistors times two. When Dunnington launches in the second half of 2008, Intel says it’ll be socket-compatible with the Caneland platforms already shipping. The quad-socket, dual independent front side bus chipset we know as the 7300 is decidedly enterprise-class, so don’t expect to see Dunnington make its way into gaming platforms any time soon.
Does This Look Familiar?
One of the keys to Nehalem, according to Gelsinger is its scalability. As mentioned, Intel can build the 45nm chips with as few as two or as many as eight cores. It can implement one QPI link or more, if the bandwidth is needed. The L3 cache and memory controller are also separate components. Hopefully, as memory technology evolves, the modularity of the memory controller will allow Intel to adjust the logic in kind. The last component of Intel’s scalability story is an integrated graphics block. High-end Nehalem-based processors will naturally rely on discrete graphics for optimal performance. But the more mainstream models will include integrated graphics on the CPU package (not on-die). Gelsinger wasn’t ready to elaborate on the potency of its upcoming integrated graphics solution. However, he did say it’d be an evolutionary step forward from what we see built-in today and not related to Intel’s work with Larrabee. Given what we’ve seen from G35, Intel has significant work to do before it’s able to compete with the performance of AMD’s graphics technology. [image]
A Micro-Architecture Unveiled
By adding Hyper-Threading to Nehalem, Intel is going to make it possible for a single processor equipped with four cores to operate on eight threads at the same time. In the past, Hyper-Threading received mixed reviews because it didn’t always spit back higher performance numbers. Perhaps it was ahead of its time, though. Threaded software was still rare and the only real way to show it off was in a multi-tasked environment. Threading is much more prevalent now, though, and Intel’s other enhancements (bigger cache, higher bandwidth) make Hyper-Threading a more attractive feature. Speaking of cache, Nehalem sticks to the same 32KB instruction / 32KB data L1 cache configuration as existing Core processors. Each core gets its own 256KB L2 repository. And there’s an 8MB shared L3 cache available to all four cores.
Bye Bye, FSB
According to Jeff Casazza, technology marketing manager in Intel’s server platform group, QuickPath will make the biggest impact in the server world, where multi-core chips and multiple processor sockets resulted in the worst digital traffic jams. Hello, Memory Controller
Intel Talks Graphics
After listening to the recorded briefing twice, I still came away scratching my head a bit, wondering how Larrabee would manifest itself in the 2009-2010 timeframe. The highlights Intel’s Gelsinger covered include:
When you combine all of those high-level attributes, it becomes a little clearer that Intel is designing a graphics architecture that will benefit from the company’s extensive library of programming tools, easing the development workload. Here’s where Larrabee may take the graphics industry by surprise. Remember the industry reaction when the Cell Broadband Engine started making its rounds? Programming the hardware was said to be extremely difficult, despite the results you could get out of it. According to Gelsinger, the reaction from software developers involved with Larrabee has, in contrast, been tremendous thus far—in fact, he says it has received more enthusiasm than any other program in his 30-year career. [image]
Pressed for more information, Gelsinger pulled back a bit. He did, however, reveal that Larrabee would emerge as a discrete graphics product with full support for OpenGL and DirectX. However, it’d also incorporate a richer programming model enabled by Intel’s own tools. Because the software guys are already familiar with a lot of those tools via the company’s CPUs, Intel expects that the ISV community will be able to do more than it has in the past with DirectX, CUDA, and so forth.
At the same time, we can already see the marketing guys at AMD saying “we told you so.” Yes, yes. AMD’s HyperTransport interface and integrated memory controller were both great architectural moves that helped the Athlon trounce Intel’s NetBurst. And now both companies are going to market with very similar concepts. Imitation is the sincerest form of flattery, is it not? With regards to Intel’s foci at this year’s IDF Shanghai, the Tukwila and Dunnington MP designs are hardly relevant to gaming. Impressive looking behemoths, perhaps. But you’d never look to 7000-series Xeons for anything short of enterprise applications. Nehalem is far more interesting, despite the fact that Intel is talking about a processor and platform more likely to bear the Xeon moniker than the Core brand. Even then, we’re talking early 2009 before the first Nehalem-based servers, workstations, and high-end desktops see widespread availability. The future looks bright, though. Triple-channel DDR3 memory, a high-speed point-to-point interconnect, Hyper-Threading revived—we’ll take all three. Larrabee remains the dark horse. Intel is projecting 2009-2010 readiness for the hardware, and of course it’ll need a development effort to be well underway. AMD and NVIDIA won’t be sitting idle between now and then, so it’ll be interesting to see how Intel’s vision today compares with hardware in a year or two. There’s a good chance that the ISV community’s experience with Intel’s processors will lead to a quick adoption of the company’s efforts in graphics. | ||||||||||||||||||||||||||||||||||
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