Intel Battlemage GPU Deep-Dive Into a Frame | Engineering Discussion ft. Tom Petersen

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Intel's Tom Petersen joins us to discuss the Battlemage GPU architecture and the B580 GPU performance characteristics, specifically focusing on a look inside a single frame. This discussing gives us engineering insight into the performance behavior of a GPU, specifically highlighting how we can see areas of improvement and what architectural changes benefit performance the most in a given game. The example game is Fortnite, with one frame pulled at 1440p. Petersen walks us through Execute Indirect, UAV Write Cache, and other improvements for the new Intel Arc GPUs. The B580 reviews are coming up soon, so we'll see all of this in practice soon enough.

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Watch our previous interviews with Tom Petersen below. We hold Tom's engineering communication capabilities in high regard and we can all learn a lot from him!

Driver Programming & How GPU Drivers Work:    • Fixing Intel's Arc Drivers: "Optimiza...  
FPS Benchmarks Are Flawed & Animation Stutter:    • FPS Benchmarks Are Flawed: Introducin...  
GPU Busy vs. CPU Busy Metrics:    • Intel's Major Overhaul for CPU & GPU ...  
Media Rendering & YouTube's Insane Existence:    • YouTube's Existence is Insane: How Vi...  

Tom Petersen also used to work for NVIDIA. Find one of our prior interviews from his time at NVIDIA here (explaining ray tracing):    • Real-Time Ray Tracing Explained  

Our engineering interviews playlist is here:    • Fan Bearing Differences: Fluid Dynami...  

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TIMESTAMPS

00:00 - Guess Who's Back, Back Again. Tom is Back
01:12 - Xe2 Core Architecture Basics
04:07 - Micro Benchmarks & Execute Indirect
08:27 - What Caused This Increase?
09:12 - Xe3 & Intel GPU Lifecycle
10:12 - WHOSE FAULT IS IT?!
12:32 - THIS IS WHY WE'RE HERE (Inside a Frame)
17:01 - What Are Draw Calls?
20:40 - Why SIMD and Not SIMT?
21:45 - Brainwashing Hypnosis Graphic
22:48 - GPU Emulation in Design

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Steve Burke: Host
Tom Petersen: Guest, Graphics Engineer at Intel
Andrew Coleman: Filming, Editing




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