AMD64 Preview 290
Araxen writes "Over at Anandtech.com they have an interesting preview of AMD's 64 bit processor on a Nforce3 mobo. The results are very impressive with the Anthlon64 beating out Intel's P4 best processor soundly in their gaming benchmarks. This was only in 32-bit mode no less! I can't wait for 64-bit benchmarks come out!"
Zzzzzz...... (Score:1, Insightful)
Re:About 64-bit gaming performance (Score:3, Insightful)
With a little tweaking and register optimization, they will be better. You have double-sized registers, and much more general purpose registers. In tight inner loops, being able to complete a loop in 10 vrs 20 clocks makes a hell of a difference.
Now, if those games needed access to many gigabytes of game data, that would be an entirely correct assumption.
We are getting to that point. I believe Doom 3's textures are approaching the gigabyte size, and you need many of those at the same time on memory to be able to correctly display a level. Of course, even if it was not necessary, being able to load up ALL textures to memory will make the game so much more playable. In general, if the RAM is there, gaming companies will find a way to use it to make the game better/faster.
Marcos
Re:Intel (Score:3, Insightful)
Yamhill was rumored since 2000. The rumors appear to be true, but Intel has been denying it ever since.
The problem is that they committed themselves to Itanium for 64-bits. And, in doing that, they also committed SGI, HP, IBM and a number of other vendors. These vendors will NOT be happy if Itanium is obsoleted later on. HP alone has probably invested more than $1 billion in porting their HP/UX and Tru64 software to Itanium architecture, and there are even some customers that have made the full switch. (I'm not talking small shops here, I'm talking huge corporations which replaced their main servers with Itanium hardware).
I believe that, eventually, Intel will release a Yamhill-type of chip, but not after they get battered to death by the press and technical community out there for not releasing an equivalent-to-Opteron processor. But that will probably not be at least until the end of 2004 or beginning of 2005. So AMD has at least a full year for itself to gather momentum. Which I believe it will.
Re:Intel (Score:3, Insightful)
Re:Intel's response (Score:1, Insightful)
Re:About 64-bit gaming performance (Score:2, Insightful)
Well, this may be true if the only code running is the game and doesn't transfer double the data from the memory to process (64bits rather than 32).
However, what happens when the operating system does a context switch or some other exception occurs? The latency from saving the processor context is going to go way up as you have to save far more data to memory and then load the same large amount of data in for the new context.
If you double the size of the registers and double the number of registers (and possibly add to the size of the CPU's other program registers) you suddenly quadruple the amount of data which has to be changed over. On a system with many threads and processes running this can add up to a significant deficit.
Now, if your programmers decide that they want to work on 64bit wide data instead of the 32bit they used to on the old system, you suddenly find that your processor is having to move double the amount of data around there system.. You have to hope that any increases in memory bandwidth the engineers included are enough to cater for this.
I think the main thing I'm trying to say is that 64bit computing isn't necessarily faster than 32 bit computing. Indeed, because some of the overheads can be double or quaduple, it can be a performance hit.
Sorry for possibly raining on your parade, but that's how the cookie crumbles.
Re:64bit performance gains... (Score:3, Insightful)
The benefits from the memory subsystem will be offset by the fact that objects containing pointers will be twice as big as on IA32. That means objects could have twice the cache footprint and twice the memory bandwith requirements.
Except that pointers make up only a small fraction of the code footprint of an executable - most of it is ints, which still are 32-bit by default on x86-64. In general you can easily minimize the number of pointers in code by doing math (i.e., with 32-bit ints) on one base pointer.
The estimate is that code size will increase by about 10-15% on x86-64. Considering that the L2 cache is 1MB, as opposed to the standard size of 512k nowadays, it's a net win. Presumedly in the future they'll increase the cache size even more.
Re:About 64-bit gaming performance (Score:2, Insightful)
Roey
So why didn't Intel do this? (Score:4, Insightful)
Re:So why didn't Intel do this? Politics (Score:4, Insightful)
Perhaps somebody was bored with the whole Pentium architecture.
Re:So why didn't Intel do this? Politics (Score:3, Insightful)
Perhaps Intel believed the conventional wisdom and felt they had to eventually drop x86.
Re:But is it representative? (Score:3, Insightful)
I read this article this morning long before it hit slashdot and didn't have that problem. What it likely was is that several of the pages were nothing but images (charts) and poor anand was suffering a slashdotting when you tried accessing them. Hence, nothing came up. Might want to try again when the frenzy dies down some.
Not just more memory, more address space (Score:4, Insightful)
In Windows, you only get 2 GB of address space for your process (WinXP & expensive Win2K Server versions can give 3 GB, which helps). Into this address space is loaded your executable code (including all system DLLs) and your stack (by default 1 MB of address space is reserved for every thread), and these tend to be scattered around a bit, which breaks up the available address range considerably.
Now if your app needs to allocate large (200+ MB) areas of memory, how many of those do you think you can get from a 2 GB RAM machine? Not enough :-) In fact you may find that as little as 50-60% of your available RAM can be allocated into large chunks, and all the rest is only available as countless smaller fragments. The larger the contiguous RAM blocks you want, the less of them you can allocate.
With a 64 bit CPU, there's no more problem. The MMU can map scattered pages of your available physical RAM to any contiguous section of the massive 64 bit address range, and you can utilise all the RAM you have in any size chunk you wish :-)
Re:64bit performance gains... (Score:4, Insightful)