Cache and Memory Hierarchy: Architected for Low Latency Operation

Intel has had a lot of experience building very high performance caches. Intel's caches are more dense than what AMD has been able to produce on the x86 microprocessor front, and as we saw in our Nehalem preview - Intel is also able to deliver significantly lower latency caches than the competition as well. Thus it should come as no surprise to anyone that Larrabee's strengths come from being built on fully programmable x86 cores, and from having very large, very fast coherent caches.

Each Larrabee core features 4x the L1 caches of the original Pentium. The Pentium had an 8KB L1 data cache and an 8KB L1 instruction cache, each Larrabee core has a 32KB/32KB L1 D/I cache. The reasoning is that each Larrabee core can work on 4x the threads of the original Pentium and thus with a 4x as large L1 the architecture remains balanced. The original Pentium didn't have an integrated L2 cache, but each Larrabee core has access to its own L2 cache partition - 256KB in size.

Larrabee's L2 pool increases with each core. An 8-core Larrabee would have 2MB of total L2 cache (256KB per core x 8 cores), a 32-core Larrabee would have an 8MB L2 cache. Each core only has access to its L2 cache partition, it can read/write to its 256KB portion of the pool and that's it. Communication with other Larrabee cores happens over the ring bus; a single core will look for data in its L2 cache, if it doesn't find it there it will place the request on the ring bus and will eventualy find the data in its L2.

Intel doesn't attempt to hide latency nearly as much as NVIDIA does, instead relying on its high speed, low latency caches. The ratio of compute resources to cache size is much lower with Larrabee than either AMD or NVIDIA's architectures.

  AMD RV770 NVIDIA GT200 Intel Larrabee
Scalar ops per L1 Cache 80 24 16
L1 Cache Size 16KB unknown 32KB
Scalar ops per L2 Cache 100 30 16
L2 Cache Size unknown unknown 256KB

 

While both AMD and NVIDIA are very shy on giving out cache sizes, we do know that RV670 had a 256KB L2 for the entire chip cache and can expect that RV770 to have something larger, but not large enough to come close to what Intel has with Larrabee. NVIDIA is much closer in the compute-to-cache ratio than AMD, which makes sense given its approach to designing much larger GPUs, but we have no reason to believe that NVIDIA has larger caches on the GT200 die than Intel with Larrabee.

The caches are fully coherent, just like they are on a multi-core desktop CPU. The fully coherent caches makes for some interesting cases when looking at multi-GPU configurations. While Intel wouldn't get specific with multi-GPU Larrabee plans, it did state that with a multi-GPU Larrabee setup Intel doesn't "expect to have quite as much pain as they [AMD/NVIDIA] do".

We asked whether there was any limitation to maintaining cache coherence across multiple chips and the anwswer was that it could be possible with enough bandwidth between the two chips. While NVIDIA and AMD are still adding bits and pieces to refine multi-GPU rendering, Intel could have a very robust solution right out of the gate if desired (think shared framebuffer and much more efficient work load division for a single frame).

How Many Cores in a Larrabee? Programming for Larrabee
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  • DerekWilson - Monday, August 4, 2008 - link

    this is a pretty good observation ...

    but no matter how much potential it has, performance in games is going to be the thing that actually makes or breaks it. it's of no use to anyone if no one buys it. and no one is going to buy it because of potential -- it's all about whether or not they can deliver on game performance.
  • Griswold - Monday, August 4, 2008 - link

    Well, it seems you dont get it either.
  • helms - Monday, August 4, 2008 - link

    I decided to check out the development of this game I heard about ages ago that seemed pretty unique not only the game but the game engine for it. Going to the website it seems Intel acquired them at the end of February.

    http://www.projectoffset.com/news.php">http://www.projectoffset.com/news.php
    http://www.projectoffset.com/technology.php">http://www.projectoffset.com/technology.php

    I wonder how significant this is.
  • iwodo - Monday, August 4, 2008 - link

    I forgot to ask, how will the Software Render works out on Mac? Since all Direct X code are run to Software renderer doesn't that fundamentally mean most of the current Windows based games could be run on Mac with little work?
  • MamiyaOtaru - Monday, August 4, 2008 - link

    Not really. Larrabee will be translating directx to its software renderer. But unless Microsoft ports the directX API to OSX, there will be nothing for Larrabee to translate.
  • Aethelwolf - Monday, August 4, 2008 - link

    I wonder if game devs can write their games in directx then have the software renderer convert it into larrabee's ISA on windows platform, capturing the binary somehow. Distribute the directx on windows and the software ISA for mac. No need for two separate code paths.
  • iwodo - Monday, August 4, 2008 - link

    If anyone can just point out the assumption anand make are false? Then it would be great, because what he is saying is simply too good to be true.

    One point to mention the 4Mb Cache takes up nearly 50% of the die size. So if intel could rely more on bandwidth and saving on cache they could put in a few more core.

    And am i the only one who think 2010 is far away from Introduction. I think 2009 summer seems like a much better time. Then they will have another 6 - 8 months before they move on to 32nm with higher clock speed.

    And for the Game developers, with the cash intel have, 10 Million for every high profile studio like Blizzard, 50 Million to EA to optimize for Intel. It would only cost them 100 million of pocket money.
  • ZootyGray - Monday, August 4, 2008 - link

    I was thinking of all the p90's I threw away - could have made a cpu sandwich, with a lil peanut software butter, and had this tower of babel thing sticking out the side of the case with a fan on top, called lazarus, or something - such an opportunity to utilize all that old tek - such imagery.

    griswold u r funny :)
  • Griswold - Monday, August 4, 2008 - link

    You definitely are confused. Time for a nap.
  • paydirt - Monday, August 4, 2008 - link

    STFU Griswald. It's not helpful for you to grade every comment. Grade the article if you like... Anandtech, is it possible to add an ignore user function for the comments?

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