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Multi-core in the Source Engine

JC 02.11.2006 - 09:40 1514 3
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JC

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Artikel @ bit-tech.net
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This year, Valve is talking to us about what is possibly its most difficult iteration of the Source engine yet - adding multi-thread support to make the most of the new dual-core and quad-core CPUs coming from Intel and AMD. The timing of the day is to coincide with the release of Intel's Kentsfield quad-core chip, which is released today.

We had an hour-long presentation from Valve staff, then asked questions of the team, including Gabe Newell, for a further hour. We discussed the transition to multicore in depth, and we have come away with a slick understanding of Valve's implementation, as well as a couple of benchmarks that we can use to demonstrate the effectiveness of their approach. This is an exciting one, so sit down and prepare for some multi-threaded crowbar action.

[...]It's also about add-in cards - GPUs want to do more multi-purpose work, and physics accelerators want to take on some of that load. By spreading physics and other such applications across CPU cores, is Valve shying away from using dedicated physics acceleration cards? Jay tells us: "The stuff we're doing here is not multi-threading the physics beyond the coarse approach, really. However, once we look at larger architectural changes, doing something with dedicated physics cards is not out of the question. But right now, it's a case of the adoption rate of that being pretty low." In other words, if physics cards take off, we might see acceleration in Source v2 - but don't hold your breath.

JC

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Mehr Infos dazu hat Ars Technica:
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The approach that Valve finally chose was a combination of the coarse and fine-grained, with some extra enhancements thrown in. Some systems were split on multiple cores using coarse threading. Other tasks, such as VVIS (the calculations of what objects are visible to the player from their point of view) were split up using fine-grained threading. Lastly, whenever part of a core is idle, work that can be precalculated without lagging or adversely affecting the game experience (such as AI calculations or pathfinding) was queued up to be delivered to the game engine later.

Valve's approach was the most difficult of all possible methods for utilizing multiple cores, but if they could pull it off, it would deliver the maximum possible benefits on systems like Intel's new quad-core Kentsfield chips.

SaxoVtsMike

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:confused:
Ist da was draus geworden ?

xtrm

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Bitte, es ist valve! Wers glaubt wird selig =).
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