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Peter Sikachev Dev Blog. Monday, July 6, 2015. The Myth of the Free ALUs. One of the myths which arised with the new generation of consoles was that arithmetic operations (aka ALUs) were from now on literally free. If long ago we used cube map LUTs to normalize vectors, on GCN. Well, it turns out, they are not. And here are some. Of the reasons why. Some ALUs are more expensive than others. If an extra mad would unlikely. Performance increase when arithmetic is optimized. There are no free lunches now.

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Peter Sikachev Dev Blog | petersikachev.blogspot.com Reviews
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Peter Sikachev Dev Blog. Monday, July 6, 2015. The Myth of the Free ALUs. One of the myths which arised with the new generation of consoles was that arithmetic operations (aka ALUs) were from now on literally free. If long ago we used cube map LUTs to normalize vectors, on GCN. Well, it turns out, they are not. And here are some. Of the reasons why. Some ALUs are more expensive than others. If an extra mad would unlikely. Performance increase when arithmetic is optimized. There are no free lunches now.
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Peter Sikachev Dev Blog | petersikachev.blogspot.com Reviews

https://petersikachev.blogspot.com

Peter Sikachev Dev Blog. Monday, July 6, 2015. The Myth of the Free ALUs. One of the myths which arised with the new generation of consoles was that arithmetic operations (aka ALUs) were from now on literally free. If long ago we used cube map LUTs to normalize vectors, on GCN. Well, it turns out, they are not. And here are some. Of the reasons why. Some ALUs are more expensive than others. If an extra mad would unlikely. Performance increase when arithmetic is optimized. There are no free lunches now.

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1

Peter Sikachev Dev Blog: November 2014

http://www.petersikachev.blogspot.com/2014_11_01_archive.html

Peter Sikachev Dev Blog. Monday, November 10, 2014. What surprised me in the game industry when I moved to the West is the absolute absence of subj. I had done several interviews prior I joined Eidos, and in case it was not successful, nobody was giving any clue what was wrong. Even an HR would stop answering any emails. Game development companies are constantly complaining on how it is hard to get a qualified candidate, and that they need to pay significant ($15-30k) amount of money for headhunters and/...

2

Peter Sikachev Dev Blog: Triangles got to go... or not?

http://www.petersikachev.blogspot.com/2014/12/triangles-got-to-go-or-not.html

Peter Sikachev Dev Blog. Friday, December 26, 2014. Triangles got to go. or not? Few months ago I had an argue with a colleague of mine of whether we still will be using triangles in 10 (or 15) years. While I naturally opposed the idea, I feel there is something into it. So why are we using triangles, really? Saving by calculating in VS and interpolating in PS. To match DCC tools. All in all, to support triangles we now have a lot of overhead - VS, sometimes tessellation, rasterization - while sometimes ...

3

Peter Sikachev Dev Blog: December 2014

http://www.petersikachev.blogspot.com/2014_12_01_archive.html

Peter Sikachev Dev Blog. Friday, December 26, 2014. Triangles got to go. or not? Few months ago I had an argue with a colleague of mine of whether we still will be using triangles in 10 (or 15) years. While I naturally opposed the idea, I feel there is something into it. So why are we using triangles, really? Saving by calculating in VS and interpolating in PS. To match DCC tools. All in all, to support triangles we now have a lot of overhead - VS, sometimes tessellation, rasterization - while sometimes ...

4

Peter Sikachev Dev Blog: The Myth of the Free ALUs

http://www.petersikachev.blogspot.com/2015/07/the-myth-of-free-alus.html

Peter Sikachev Dev Blog. Monday, July 6, 2015. The Myth of the Free ALUs. One of the myths which arised with the new generation of consoles was that arithmetic operations (aka ALUs) were from now on literally free. If long ago we used cube map LUTs to normalize vectors, on GCN. Well, it turns out, they are not. And here are some. Of the reasons why. Some ALUs are more expensive than others. If an extra mad would unlikely. Performance increase when arithmetic is optimized. There are no free lunches now.

5

Peter Sikachev Dev Blog: Interview Feedback

http://www.petersikachev.blogspot.com/2014/11/interview-feedback.html

Peter Sikachev Dev Blog. Monday, November 10, 2014. What surprised me in the game industry when I moved to the West is the absolute absence of subj. I had done several interviews prior I joined Eidos, and in case it was not successful, nobody was giving any clue what was wrong. Even an HR would stop answering any emails. Game development companies are constantly complaining on how it is hard to get a qualified candidate, and that they need to pay significant ($15-30k) amount of money for headhunters and/...

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Peter Sikachev Dev Blog. Monday, July 6, 2015. The Myth of the Free ALUs. One of the myths which arised with the new generation of consoles was that arithmetic operations (aka ALUs) were from now on literally free. If long ago we used cube map LUTs to normalize vectors, on GCN. Well, it turns out, they are not. And here are some. Of the reasons why. Some ALUs are more expensive than others. If an extra mad would unlikely. Performance increase when arithmetic is optimized. There are no free lunches now.

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