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April 4, 2009 9:20 AM PDT

Intel: Our graphics silicon is gaining in gaming

by Brooke Crothers
  • 26 comments

Any gamer worth his or her salt is quick to decry gaming on Intel graphics silicon. But wait. The platform is taking off, according to Intel.

Empire: Total War

Empire: Total War

(Credit: The Creative Assembly)

"So you want to know what's so compelling about making sure your game runs on Intel integrated graphics?" Aaron Davies, a senior marketing manager in the Intel Visual Computing Software Development group, asked in a video on the Intel Software Network Web page. "Here's your answer: Mercury Research showed that in 2008, for the first time, integrated graphics chipsets outsold discrete (graphics chips), and in 2013, we expect to see integrated graphics chipsets outsell discrete by three to one," Davies said.

Intel is the leading supplier of integrated graphics--which are integrated into its chipsets--while Nvidia and Advanced Micro Devices' ATI unit are leaders in the discrete (standalone) graphics chip market. Discrete chips are the most powerful engines for running games but Intel is the leading supplier, based on market share, of graphics silicon for laptops.

Davies said he wants to help developers "capture" where the mobile-game market is going to be in 2013.

"There are games actually targeting integrated graphics chipsets at this time," according to Davies. "We found through engaging with these Triple A (AAA) game studios that within a relatively short amount of time, they can identify graphics bottlenecks in their code and resolve that to have their games running on integrated graphics chipsets."

Davies mentioned a few of the beta members: Terminal Reality, which is slated to come out with Ghostbusters later this year; Gas Powered Games, which is building Demigod, and Empire Total War, which is put out by The Creative Assembly.

February 2, 2009 4:00 AM PST

Intel: Use our CPU (not their GPU) for games

by Brooke Crothers
  • 24 comments

Intel is back, pitching its processors for gaming graphics.

The chipmaker will attempt to promote its silicon for sophisticated game effects at the upcoming Game Developers Conference in March, as it strives to make a case for quad-core processors in lieu of graphics chips from Nvidia and Advanced Micro Devices.

The pitch goes like this: "Learn how to easily add real-time 3D smoke, fog and other fluid simulations to your game without using up the GPU." That's according to an Intel Web page entitled Intel at Game Developers Conference. (The CPU is the central processing unit, or main brains of a computer; GPU stands for graphics processing unit.)

The session abstract goes on to say that the "source code to a fluid simulator optimized for multi-core CPUs...can easily be integrated by game developers into their engines to produce unique 3D effects."

Intel's argument raises the question, how should the CPU and GPU divvy up their tasks? In games, the CPU can handle things like physics and AI (artificial intelligence), and certain older games actually run some graphics on the CPU. Generally, however, the GPU is much more efficient (that is, faster) at handling most of the high-end effects that the gamer sees on the screen.

But there are exceptions. "Not all algorithms and processes map well to a GPU," said Jon Peddie, president of Jon Peddie Research. "You have to have a problem that is naturally parallel, and except for the rendering of, say, a water surface and subsurface and reflections, the wave motion equations will run just fine on a CPU," Peddie said.

Intel may also be seeking ways to make better use of its quad-core processors, according to Tom R. Halfhill, an analyst at the Microprocessor Report. But, he added: "I need to be convinced that a CPU can do those 3D effects better than a GPU can."

Then, there's also the Larrabee factor. Larrabee is an upcoming high-end graphics processor due late this year. "I'm sure some of it may also relate to Larrabee, which will include x86 cores, if or when it comes to market," said Jim McGregor, an analyst at In-Stat.

(This Mythbusters demonstration at an Nvidia conference is oversimplified and self-serving but it crystallizes the difference between CPUs and GPUs.)

In another GDC session, Intel is also pushing the CPU for physics and AI: "How can your game have more accurate physics, smarter AI, more particles, and/or a faster frame-rate? By threading your game's engine to take advantage of multi-core processors. Intel has built a threaded game engine and demo called 'Smoke' that shows one way of achieving this goal," the abstract states.

It continues: "This presentation examines the Smoke architecture and how it is designed to take advantage of all CPU cores available within a system. It does this by executing different functional and data blocks in parallel to utilize all available cores."

Intel won't stop there. It will also focus on the bane of many PC game developers: gaming on Intel integrated graphics silicon--a relatively low-performance platform that prohibits game titles from being displayed in all their glory at higher resolutions. The session will focus on "programming for scalable graphics applications" and cover "performance considerations when programming for integrated graphics in general with specific tips for Intel Integrated graphics."

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About Nanotech - The Circuits Blog

Brooke Crothers has served as an editor at large at CNET News, an editor at Dow Jones' Asian Wall Street Journal Weekly, and a senior editor at InfoWorld. His CNET blog covers chip technology and computer systems, and how they define the computing experience. He also contributes to The New York Times' Bits and Technology sections. He is a member of the CNET Blog Network and is not an employee of CNET. Disclosure.

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