“It will also look at data formats for Larrabee, when to use Structures of Arrays (SOA) or Arrays of Structures (AOS) and how to use gather/scatter efficiently with the same data structures used in existing game engines. That final point is the most important one for Intel: they need to teach developers how to take advantage of the upcoming Larrabee hardware without dramatically changing current gaming engines or adoption will be much slower than Intel wants.”Here is some more Tech News from around the web:
- AMD lands triple whammy @ The Inquirer
- Paintball gun turret assembly videos @ Hack a Day
- Global Foundries open to working with ARM and Nvidia @ The Inquirer
- I am not left-handed: Ars reviews the Nerf N-force sword
- Darkly shining: Ars speaks with Vin Diesel… game developer
- Hardcore Gamers Losing Their Edge @ OCModShop
- Garmin Nuvi 265WT Review @ Digital Trends
- 10 Best Ways to Backup Data @ Digital Trends
- What if nVidia launches a mobile x86 processor? @ Hardware Secrets
- Motherboards and Video Cards at Cebit 2009 @ Madshrimps
Let’s talk Larrabee
The saga of Larrabee and ray traced graphics has been a topic on PC Perspective for quite a while now, not only in discussions on the board and podcasts, but even Ryan’s chat with John Carmack. On Friday he posted some new information about Larrabee’s architecture, specifically the name of the new vector instruction set, aptly called ‘Larrabee new instructions’. If you missed out on Friday due to other interests, take a look now.