Wild speculation on consumer workloads in 2010–2020

Tim Sweeney
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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?
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对2010-2020年消费者工作量的疯狂猜测
只提供摘要形式。游戏是性能最密集的消费者应用程序之一,并且经常引领将研究技术应用于实践的道路。这偶尔会导致性能和工作负载特征的非进化飞跃,例如从1998年开始,消费者图形加速器使3D吞吐量增加了1000倍。演讲者将会说,另一场消费级计算性能的革命即将到来,它是由大规模多核cpu和矢量处理扩展驱动的,这些扩展是受今天的psilas图形处理器(gpu)的启发。他将介绍2010-2020年消费者软件开发人员面临的关键问题和解决方案,并推测这段时间内工作负载的形状和规模。要讨论的基本问题是:应用程序的哪些部分可以有效地扩展到多个内核和矢量处理器?并发研究如何以及何时将函数式编程、软件事务性内存和向量化等技术引入主流实践?
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