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Intel 12th Gen Core Alder Lake to Launch Alongside Next-Gen Windows This Halloween

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not going to lie... this sounds like a disaster waiting to happen. Why in the world would you allow thread migration to things with different ISA support...
 
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Oh how i cant wait for them to mess up the UI even more, with even more Telemetry on top!, probably locked down a tad more too.

I wonder if Open Shell will support it..
 
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Make no mistake. This design decision is not for us. It's for mobile users, tablets, and other users on battery power. Here's hoping AMD has the sense to make actual desktop chips for desktop users. Or rather keep making them.
Hard to see where little core chips would fit on a Thread ripper.

The OS was mainly the problem of the previous concepts like Dual-Core CPU or Bulldozer or multi-NUMA Threadripper or Lakefield ... where Linux was able to adapt relatively fast, microsoft failed on all sheets, hefty on consumer OS and not so hefty on enterprise OS.
I hope MS did their homework and that Intel did not put too much trust on MS.
I would hope that Turbo boost 3 allows Intel users to assign cores for software. It does now.
 
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not going to lie... this sounds like a disaster waiting to happen.
Perhaps, or at least a bumpy road. There are so many pitfalls, I would be surprised if they get everything right at the first try.

Considering MS' track record, who would want to be their "beta testers" for the first 6-12 months?
 
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[..] if "Windows 11" is going to be re-made groud up to be optimized for little.BIG approch [..]

It does not have to be. Yes, the scheduler would need to be rewritten but that "just" means partially rewriting the kernel.
 
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Hi,
Trick or treat seems appropriate for any thing from either of them but reality is always trickery lol
 

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Make no mistake. This design decision is not for us. It's for mobile users, tablets, and other users on battery power. Here's hoping AMD has the sense to make actual desktop chips for desktop users. Or rather keep making them.
Though there is already talk AMD could go the same route. About 2 weeks ago TPU had a news article on it.
 
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Maan i would love to upgrade, cuz i am on Win7 and desperately waiting for Win11. So far Win10 was such a crappy os.
 
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I haven't seen the specs of how Windows intend to do scheduling of these new hybrid designs, but pretty much any user application (especially games) would have to run on high-performance cores all the time. Games are heavily synchronized, and even if a low load thread is causing delays, it may cause serious stutter, or in some cases even cause the game to glitch.
At the same time there's some benefit if the OS end up interrupting less the high priority game threads instead delegating the lower priority to the little cores. Might also help in question of cache pressure for the big cores as there's no chance of some background thread running on it and end up discarding some important stuff in to the higher level caches.
Probably not a big improvement, but nevertheless, it's not all bad as you claim to be.
And not everything in games is synchronized.
Network threads per example are very likely not to be, with a little core being enough to do most network tasks.
Nor is a lot of tasks like graphics. Ever seen assets pooping up?

Why?
HEDT/high-end workstation and server CPUs will not have a hybrid design, so do you think Microsoft want to sabotage the performance of power users and servers then?
If AMD feels "forced" to do it, it's because of marketing.
He said for mobile, which is certainly true, as high efficiency cores will mean that mobile will enjoy a much better experience with higher battery life.
Windows schedule for big/little cores would only work when you have those obviously, so absolutely no clue to what you are talking about when saying it would 'sabotage the performance'.

Where is the spec for this?
How would the OS detect the "type" of an application? (And how would a programmer set a flag(?) to make it run differently?)
There's some hardware in the chips to help with that. How it works though hasn't been revealed and might never be.
However, this problem is already known and has already has some solutions. Linux has supported BIG.little in their scheduler for a long time and there are information that the OS has of the tasks and it's enough to make some heuristics out of it.
Very likely the hardware that Intel put is just that, more task statistics to guide the OS into making the right choice.
The small cores will be very slow, and if the details we've seen is right will share L2 cache, which means high latency. They will be totally unsuitable for even an "older" game.
They might actually be quite decent. The previous generation of the little cores, Tremont turbos to 3.3 GHz, and the rumours are that Gracemont will have a similar IPC to Skylake.
Very possibly that they will turbo higher than Tremont as enhanced version of 3.3 GHz and higher tdp in desktop, etc etc. Though 3.3GHz is already on par with the original Skylake, i.e. the i5 6500 had an all-core turbo of 3.3GHz.
The L2 is shared among a cluster of 4 small cores and not all. Plus, 2 MB of L2, so basically 512 kb/core. Very likely that it's multi-ported.
1622960355462.png

Obviously that they aren't going to be high power, but if Intel manages to get them to turbo to 3.5+GHz or so, it would be more than good enough and could be pretty similar to an i7 from 2015~2016(original Skylake). If they manage to make it clock better, then well, that's good.
The minimum would likely be around a i5-6500, considering that Tremont is already pretty close to it and the new atom architecture might bring it to IPC parity to it or close enough.

That is, assuming that the rumor are sort of true. If they hold no truth whatsoever then we have no clue.
I sure hope AMD would be smarter and skip it all together. I would rather have more cache.
Little cores would be a pretty small part of the die anyway. The L3 cache already takes most of the die, so that isn't an issue.
 
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At the same time there's some benefit if the OS end up interrupting less the high priority game threads instead delegating the lower priority to the little cores. Might also help in question of cache pressure for the big cores as there's no chance of some background thread running on it and end up discarding some important stuff in to the higher level caches.
Probably not a big improvement, but nevertheless, it's not all bad as you claim to be.
That totally depends on how Windows intend to detect which threads can be moved to the slow cores. If for instance these cores are only used for low-priority background threads, then the implications will be very low, but so will the efficiency gains. There are usually thousands of these threads, but they only add up to a few percent of a single core in average load.
But in any user application and especially games, all threads will have medium or high priority, even if the load is low. So just using statistics to determine where to run a thread will risk causing serious latencies.

And not everything in games is synchronized.
Network threads per example are very likely not to be, with a little core being enough to do most network tasks.
Nor is a lot of tasks like graphics.
Most things in a game is synchronized, some with the game simulation, some with rendering etc. If one thread is causing delays, it will have cascading effects ultimately causing increased frame times (stutter) or even worse delays to the game tick which may cause game breaking bugs.
Networking may or may not be a big deal, it will at least risk having higher latencies.
Graphics are super sensitive. Most people will be able to spot small fluctuations in frame times.

Ever seen assets pooping up?
I see fairly little poop on my screens ;)
Asset popping is mostly a result of "poor" engine design, since many engines relies feedback from the GPU to determine which higher detail textures or meshes to load, which will inevitably lead to several frames of latency. This is of course more noticeable if the asset loading is slower, but it's still there, no matter how fast your SSD and CPU may be. The only proper way to solve this is to pre-cache assets, which a well tailored engine easily can do, but the GPU will not be able to predict this.

There's some hardware in the chips to help with that. How it works though hasn't been revealed and might never be.
However, this problem is already known and has already has some solutions. Linux has supported BIG.little in their scheduler for a long time and there are information that the OS has of the tasks and it's enough to make some heuristics out of it.
Very likely the hardware that Intel put is just that, more task statistics to guide the OS into making the right choice.
Don't forget that most apps in Android is laggy anyway, and it's impossible to the end-user to know what causes the individual cases of stutter or misinterpreted user input.
So I wouldn't say that this is a good case study that hybrid CPUs work well.
Heuristics helps the average, but does little for the worst case, and the worst case is usually what causes latency.

They might actually be quite decent. The previous generation of the little cores, Tremont turbos to 3.3 GHz, and the rumours are that Gracemont will have a similar IPC to Skylake.

Obviously that they aren't going to be high power, but if Intel manages to get them to turbo to 3.5+GHz or so, it would be more than good enough and could be pretty similar to an i7 from 2015~2016(original Skylake).
There is a very key detail that you are missing. Even if the small cores have IPC comparable to Skylake, it's important to understand that IPC does not equate performance, and especially when multiple cores may be sharing resources. If they are sharing L2, then the real world impact of that will vary a lot, especially since L2 is very closely tied to the pipeline, so any delays here is way more costly than a delay in e.g. L3.
 
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That totally depends on how Windows intend to detect which threads can be moved to the slow cores. If for instance these cores are only used for low-priority background threads, then the implications will be very low, but so will the efficiency gains. There are usually thousands of these threads, but they only add up to a few percent of a single core in average load.
The issue isn't just the load, having a lot of context switches for the threads is a slow process and again, it can cause the CPU to trash some important(to the game) cache data from L1/L2(or maybe L3) into the higher hierarchy. In the end, it can cause big latencies hits for games.
But in any user application and especially games, all threads will have medium or high priority, even if the load is low. So just using statistics to determine where to run a thread will risk causing serious latencies.
Most user tasks aren't highly demanding either.
Most things in a game is synchronized, some with the game simulation, some with rendering etc. If one thread is causing delays, it will have cascading effects ultimately causing increased frame times (stutter) or even worse delays to the game tick which may cause game breaking bugs.
That's for the game logic/simulation side of things really. Because yes, that could cause issues if not synchronized, many things however wouldn't be.
Networking may or may not be a big deal, it will at least risk having higher latencies.
Physical medium latency for networking is much higher than anything that the little core would likely provide.
Graphics are super sensitive. Most people will be able to spot small fluctuations in frame times.
Frametimes fluctuations isn't only CPU dependent and might be an issue with the GPU too.
I see fairly little poop on my screens ;)
Asset popping is mostly a result of "poor" engine design, since many engines relies feedback from the GPU to determine which higher detail textures or meshes to load, which will inevitably lead to several frames of latency. This is of course more noticeable if the asset loading is slower, but it's still there, no matter how fast your SSD and CPU may be. The only proper way to solve this is to pre-cache assets, which a well tailored engine easily can do, but the GPU will not be able to predict this.
Still not synchronized. The main game loop won't have a mutex/semaphore waiting for assets to load.
Volatile memory is a finite resource and it's less than what HDDs/SSDs have, even a 'well tailored engine' might not have all assets that it needs cached.
Don't forget that most apps in Android is laggy anyway, and it's impossible to the end-user to know what causes the individual cases of stutter or misinterpreted user input.
So I wouldn't say that this is a good case study that hybrid CPUs work well.
Not talking about android specifically. Android is the worst case scenario since the architecture is really made to support a vast array of devices, with each OEM providing the HALs needed to support the devices. Per example, audio was something that had an unacceptable high latency because of those abstraction. Per example, just check this article https://superpowered.com/androidaudiopathlatency
Linux however is doing a good job at it though. They have energy aware scheduling and a lot of features really
or patches like this
Heuristics helps the average, but does little for the worst case, and the worst case is usually what causes latency.
It all depends. If the scheduler has a flag that says like 'this task cannot be put into a little core', then it shouldn't cause the worst case scenario. That of course was just an example, we don't know how exactly the scheduler and the hardware that Intel will put into the chip to help with it, actually works.
There is a very key detail that you are missing. Even if the small cores have IPC comparable to Skylake, it's important to understand that IPC does not equate performance, and especially when multiple cores may be sharing resources. If they are sharing L2, then the real world impact of that will vary a lot, especially since L2 is very closely tied to the pipeline, so any delays here is way more costly than a delay in e.g. L3.
Of course a delay in L2 is way more costly than one in L3, they have pretty different latencies. And no, L2 generally aren't super tied to the pipeline, L1I and L1D would be more tied to it.
Now about sharing resources, yes that's true. But also keep in mind that the L2 is very big with it having 2 MB per 4 Gracemont cores, more than what Skylake(and it's optimizations like Comet Lake) had per core, which was 256 kb/core. I find it unlikely that it would cause an issue as assuming that all 4 cores are competing for resources, they will have 512kb for each. The worrying part isn't resource starving, as it has more than enough to feed 4 little cores, it's issues like how a big L2 slice like that acts in question of latency. It will obviously be considerably bigger than 512kb of L2, but then, those aren't high performance cores, so might not end up being noticeable.
Another thing that reduces a little strain on the L2 is that each little core has 96 kb of L1, 64kb being L1I and 32kb being L1D.

Anyway, we can't know for sure until Intel releases Alder Lake, this is all unsupported speculation until then. And it all depends on how good 10 nm ESF ends up being and how they clock those little cores. Knowing Intel, they might do it pretty aggressively for desktop parts, so really, 3.6GHz or more could have a chance of happening, or they could just clock it Tremont and keep it at 3.3 GHz. Nobody knows.
 
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Is this for real? He's the opposite of reliable.
he leaked this, he leaked zen 3, he leaked rdna2 and he leaked pcb shots of dg2. can i try your drugs mine suck
 
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Is this for real? He's the opposite of reliable.

thank you! This is exactly what I was thinking. If I recall right, his strategy is just to fling as much crap against the wall and if it sticks, he’s heralded as some prophet
 
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Maan i would love to upgrade, cuz i am on Win7 and desperately waiting for Win11. So far Win10 was such a crappy os.
Feel free to elaborate? How come Win10 is a crappy OS compared to 7? In what way?
 
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