Intel talks about Larrabee architecture

Posted on Friday, May 08 2009 @ 11:29 CEST by Thomas De Maesschalck
Intel published a six-page long PDF interview with Tom Forsyth, the software and hardware architect of Larrabee. You can read it over here.
Q: What is Larrabee’s biggest benefit to game developers?

The primary focus used to be making more realistic graphics. Now as we get there, we see that realism is somewhat overrated. Films don’t have real lighting—it’s faked like crazy. Real physics aren’t that fun—if I fall 12 feet, I break my leg. Real AI will headshot you every time. So you want the game to look intelligent and realistic while still having fun beating it. We need to enable as much realism as the developers want, then allow them the fine control to step sideways. An example of that in graphics is colorizing and brightening, such as in the TV show Pushing Daisies, where scenes are filled with pastels, or have huge contrast, or their hue changes to emphasize a mood. The colors are completely unrealistic and yet we not only accept them, they tell us things without conscious input. And it all relies on exquisitely fine control over the rendering. That is what Larrabee will provide to developers: new techniques for enhancing the visceral feel of a game.


About the Author

Thomas De Maesschalck

Thomas has been messing with computer since early childhood and firmly believes the Internet is the best thing since sliced bread. Enjoys playing with new tech, is fascinated by science, and passionate about financial markets. When not behind a computer, he can be found with running shoes on or lifting heavy weights in the weight room.



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