• Intel (mostly) cancels Larrabee graphics cards
    11 replies, posted
[url]http://venturebeat.com/2009/12/04/intel-cancels-larrabee-consumer-graphics-chip/[/url] [quote=Nick Knuppfler]Larrabee silicon and software development are behind where we had hoped to be at this point in the project. Larrabee will not be a consumer product.[/quote] Short version: Intel's jab at making a totally bitching graphics card (as opposed to the dirt-cheap integrated shit) gets scrapped. It will now be released to developers as a test platform for computer clusters. I'm really disappointed. Larrabee was showing some good stuff, like [b]real-time ray-tracing[/b]. Seriously, they actually had it running. They did a test of Quake Wars, ray-traced, real-time, at 1280x720, at 30fps, and that was on the CPU. Since Larrabee was essentially a couple dozen CPUs running graphics software, it could easily have done it at full speed. Oh well.
Damn, that really fucking sucks. I wasn't looking to get one when they came out...or ever, but the thought of a [I]good[/I] Intel graphics card in a stock computer makes me happy. [B]EDIT:[/B] Damn you economy!
What a shame. I was hoping for more competition in the market.
I expected this. Larrabee was pushed back farther and farther, and we were left mostly in the dark. Besides I always expected this to be a workstation card; seems as if that is one step closer.
What was the name of the game that was developed to be exclusive to this card? It looked great for Intel's standards. I hope they try to find some way of releasing that without the card.
I've heard of ray tracing, but why is real time ray tracing important? Decided to look it up, here's an example of what it does [media]http://upload.wikimedia.org/wikipedia/commons/thumb/8/83/Ray_trace_diagram.svg/800px-Ray_trace_diagram.svg.png[/media] It makes reflections based on all of those variables, pretty awesome stuff, though cubemaps do well enough for the detail currently seen in games IMO. Here's an example of Ray Tracing, seeing this ingame would be pretty rad [media]http://upload.wikimedia.org/wikipedia/commons/thumb/e/ec/Glasses_800_edit.png/800px-Glasses_800_edit.png[/media]
I don't know if your question was rhetorical or not, but I would like to see some kind of raytracing for lighting... We could have better shadows that get softer based on the distance to the light and to the surface receiving the shadow and stuff. Also real time radiosity would be FUCKING COOL. If you did it right you could have no limits on lights in the world and it would all look really awesome... (and also make level design not a pain like it is in source and unreal where you have to compile lighting to get anything decent.)
[url]http://wwp.greenwichmeantime.com/images/europe/hungary.jpg[/url]
I was looking forward to this aswell. :(
They might've realized that you need more than power under the hood and a gimmicky feature to make a consumer card. For the scientists you can sell any shit, they'll get it to work, but for the consumer you got to make sure that all games work and in all platforms.
[QUOTE=thustrust;18742578]I don't know if your question was rhetorical or not, but I would like to see some kind of raytracing for lighting... We could have better shadows that get softer based on the distance to the light and to the surface receiving the shadow and stuff. Also real time radiosity would be FUCKING COOL. If you did it right you could have no limits on lights in the world and it would all look really awesome... (and also make level design not a pain like it is in source and unreal where you have to compile lighting to get anything decent.)[/QUOTE] There's an existing engine that does all of that, on normal hardware. I can't remember what it's called though. Lightsprint or something like that. Supports stuff like realtime raytracing and global illumination.
[QUOTE=Trogdon;18742509]I've heard of ray tracing, but why is real time ray tracing important? Decided to look it up, here's an example of what it does [media]http://upload.wikimedia.org/wikipedia/commons/thumb/8/83/Ray_trace_diagram.svg/800px-Ray_trace_diagram.svg.png[/media] It makes reflections based on all of those variables, pretty awesome stuff, though cubemaps do well enough for the detail currently seen in games IMO. Here's an example of Ray Tracing, seeing this ingame would be pretty rad [media]http://upload.wikimedia.org/wikipedia/commons/thumb/e/ec/Glasses_800_edit.png/800px-Glasses_800_edit.png[/media][/QUOTE] Raytracing is pretty much a "real" principle how optics work. You send out a stream of virtual particles and trace their path, resulting in the final picture. You can get very realistic outcome. Normal accelerated rendering we use these days is something much less straightforward. It only simulates light traveling and the reflections. Its overall kinda obscure way to create the image, while being much less resource hungry. I really hoped to see real time raytracing to come to gaming soon. It's a huge disappointment they ditched this project. It already had great results.
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