Items tagged with RTRT

When we last checked in on Project Offset, the visually impressive game was facing an uncertain future. Intel recently released an update on PO's development status, but unfortunately it's not what we were hoping for. Having completely abandoned Larrabee as a GPU product, Intel saw no further reason to keep the dev team around. When queried, Intel told BigDownload the following: Intel purchased Offset Software to improve our game development knowledge-base and to further Intel's visual computing technology development expertise, helping the company offer robust products, support, and tools to customers.... Read more...
When Intel announced its plans to develop a discrete graphics card capable of scaling from the consumer market to high-end GPGPU calculations,  it was met with a mixture of scorn, disbelief, interest, and curiosity. Unlike the GPUs at SIGGRAPH in 2008 (or any of the current ones, for that matter), Larrabee was a series of in-order x86 cores connected by a high-bandwidth bus. In theory, Larrabee would be more flexible than any GPU from ATI or NVIDIA; Intel predicted its new GPU would begin an industry transition from rasterization to real-time raytracing (RTRT). Larrabee's original GPU core.... Read more...
If you've never seen the work coming from the dev team behind Project Offset, the game engine Intel bought several years back, you really ought to take a look. While the game has been under development for over five years, Intel bought the firm two years ago and devoted a significant amount of energy towards positioning Project Offset as the showcase engine for what Larrabee could do. With Larrabee, if you recall, Intel was pushing the idea that real-time raytracing (RTRT) could replace traditional rasterization in 3D gaming. ATI and NVIDIA never took too kindly to the idea; the result was quite... Read more...
NVIDIA has built its brand and reputation as a GPU designer since the company was founded in 1993, but recent comments by the company have implied that it believes platforms like Tegra and ION will be key revenue generators in the future. We've previously discussed NVIDIA's ongoing emphasis on the GPU as a massively parallel processor capable of handling workloads and programs far outside the realm of video games, but to date, reviewers and analysts alike have treated Tegra as more of a side project than a future core competency.   The two core components of NVIDIA's mobile strategy: ION and... Read more...