Intel's Renee James explains the new programming features for the company's Larrabee architecture. The company is hoping that the new graphics platform will offer developers a more flexible, simplified approach.
23 Sep 2009
01 Jun 2012
31 May 2012
14 May 2012
11 May 2012
04 May 2012
26 Apr 2012
20 Apr 2012
19 Apr 2012
Further reading
Today's top stories
Related jobs
V3 examines the key strengths and weaknesses of Samsung's latest iPhone killer
Connect with V3.co.uk
Social networking is almost ubiquitous. This white paper examines the benefits and risks and it looks at the different ways companies can reconcile them
The importance of understanding your infrastructure
C# Developer - .Net Developer ( C#/ASP.Net ) - Warwick...
ITIL Service Desk Manager / Incident Manager required...
Client Facing Project Manager, Project Management, Managed...
Client Facing Project Manager, Project Management, IPT...
Keep up to date with the latest products, services and technologies from the world's leading IT companies. IThound.com brings you over 2,000 white papers, case studies and analyst reports.
Have your say
And?
Who cares how many lines of code you can use to make film grain? Most people will just want to know how well it will run Cryengine 3, myself included
Posted by: Agent24 29 Sep 2009
Programming Larrabee is a nightmare
Intel says programming Larrabee is writing nice C++ code. This is bulls**t. It is an in-order machine. If you want it to go fast you need to write code usuing machine-level 16 way instructions. Don't forget that you then need to do the threading and load balancing by hand (really easy yeah) and that you need make sure that things nicely fit into cache-lines etc. Intel says that their compiler will do all this in most cases - LOL. Intel assumes that polycounts of games are structured in a way that doesn't make the rasterizer the bottleneck - yeah right why would anybody want to tessellate stuff ?
Posted by: Oaul Pottelini 28 Sep 2009