DocumentCode
2992819
Title
Wild speculation on consumer workloads in 2010–2020
Author
Sweeney, Tim
Author_Institution
Epic Games Inc., Berkeley, CA
fYear
2008
fDate
14-16 Sept. 2008
Firstpage
1
Lastpage
1
Abstract
Summary form only given. Games are among the most performance-intensive consumer applications, and often lead the way in bringing research technologies into practice. This occasionally leads to non-evolutionary leaps in performance and workload characteristics, such as the 1000-fold increase in 3D throughput enabled by consumer graphics accelerators beginning in 1998. The speaker will argue that another revolution in consumer computing performance is on the horizon, driven by large-scale multi-core CPUs with vector-processing extensions inspired by todaypsilas graphics processors (GPUs). He will present a view of the key problems and solutions facing consumer software developers in 2010-2020, and speculate on the shape and scale of workloads in that timeframe. The essential questions to cover are: What portions of an application can scale effectively to many cores and vector processors? How and when can concurrency research bring techniques like functional programming, software transactional memory, and vectorization into mainstream practice?
Keywords
computer games; consumer computing performance; consumer workloads; graphics processors; large-scale multi-core CPU; performance-intensive consumer applications; wild speculation; Application software; Concurrent computing; Engines; Functional programming; Graphics; Large-scale systems; Research and development; Shape; Throughput; Vector processors;
fLanguage
English
Publisher
ieee
Conference_Titel
Workload Characterization, 2008. IISWC 2008. IEEE International Symposium on
Conference_Location
Seattle, WA
Print_ISBN
978-1-4244-2777-2
Electronic_ISBN
978-1-4244-2778-9
Type
conf
DOI
10.1109/IISWC.2008.4636084
Filename
4636084
Link To Document