Earlier quoted context omitted.
The temperature of the sun at its surface is ~5772 Kelvin. To get power per unit area, use Stefan-Boltzman: σ * T^4, σ * (5772 K)^4 ≈ 6294 W/cm^2. Dividing the sun's luminosity (power) by its surface area will also give a similar value. A 815 mm^2, 250 W GPU will be 250 W / 8.15 cm^2 ≈ 31 W / cm^2.
Doesn't that only include radiated heat? If I touched it, it would be hotter.
The Dark Silicon Problem and What It Means for CPU Designers (2013)
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Re: The Dark Silicon Problem and What It Means for CPU Designers (2013)
#42I had a couple of question about this bit of history mentioned in the article. I'm hoping someone could shed some light on this: >"You can emulate floating-point arithmetic by using integer instructions—but taking 10–100 times as long." Exactly how is/was floating point arithmetic emulated using only integers? Why is that range given an order of magnitude? Is this dependent on the precision I'm guessing?
Re: The Dark Silicon Problem and What It Means for CPU Designers (2013)
#43I had a couple of question about this bit of history mentioned in the article. I'm hoping someone could shed some light on this: >"You can emulate floating-point arithmetic by using integer instructions—but taking 10–100 times as long." Exactly how is/was floating point arithmetic emulated using only integers? Why is that range given an order of magnitude? Is this dependent on the precision I'm guessing?
We had floating point when programming in BASIC on old 6502 8bit computers. There were software routines for doing the math. You know, multiply the mantissa, add the exponents... If someone gave you pointers to a couple 4-byte chunks of data and told you to write code to do floating point multiply on the contents using only C-char variables, what would you write? That's why it's 100 times slower than a nice modern fm…
Re: The Dark Silicon Problem and What It Means for CPU Designers (2013)
#44Earlier quoted context omitted.
(Intensity) = (Power) / (Unit Area) (Sun's Radius) = 695 x 10^6 m (Sun's Power) = 4 x 10^26 W (CPU Output) = 75 W (Die Size) = 37 mm x 37 mm (Sun Intensity) = (4 x 10^26 W ) / (4 x pi x (695 x 10^6 m)^2) ~ 66 x 10^6 (CPU Intensity) = (75 W) / (0.0014 m^2) ~ 53 x 10^3 I'm getting a several orders of magnitude higher W/m output for the sun. Perhaps I made an algebra mistake?
Yes. You can handle 100W on a 300mm^2 chip. Or 300W on a large one, compare AMD Ryzen/ Nvidia Volta (MXM/V100).
Re: The Dark Silicon Problem and What It Means for CPU Designers (2013)
#45I had a question - the author states: >"The most obvious is the instruction decoder, which is near the start of the pipeline, and is responsible (in the loosest possible terms) for passing the inputs to each of the execution units." Why would it "in the loosest possible terms"? Isn't this "precisely" the job of the decoder?
Re: The Dark Silicon Problem and What It Means for CPU Designers (2013)
#46Why don't they start making CPUs 3 Dimensional like a cube with 6 "processors" each with multiple cores as its "sides" with the pins on the opposite sides of the cube wall. Seems to me more internal volume might allow for more cleaver head distribution channels
Re: The Dark Silicon Problem and What It Means for CPU Designers (2013)
#47We just need a clueless CIO to turn up and ask if 'Cloud' will solve the problem :D
Re: The Dark Silicon Problem and What It Means for CPU Designers (2013)
#48I had a couple of question about this bit of history mentioned in the article. I'm hoping someone could shed some light on this: >"You can emulate floating-point arithmetic by using integer instructions—but taking 10–100 times as long." Exactly how is/was floating point arithmetic emulated using only integers? Why is that range given an order of magnitude? Is this dependent on the precision I'm guessing?
Another source is the Handbook of Floating Point Arithmetic, which covers both hardware and software methods in detail.
An implementation in source code may be found in libgcc. IIRC their ARM assembly code versions are some of the fastest routines available anywhere for software floating point emulation. While they are in assembly, ARM assembly is fairly intelligible.
Finally, you can probably come up with 90% or more of the correct solutions yourself if you start with the definition of a floating-point number as (-1)^s * 1.m * 2^(e - bias) and grind through the algebra with the bias as a constant. The theorems that prove the minimum number and nature of the guard bits to get correct rounding are another matter, but you can start off by computing the equivalent infinite-precision terms and then rounding.
Re: The Dark Silicon Problem and What It Means for CPU Designers (2013)
#49I had a couple of question about this bit of history mentioned in the article. I'm hoping someone could shed some light on this: >"You can emulate floating-point arithmetic by using integer instructions—but taking 10–100 times as long." Exactly how is/was floating point arithmetic emulated using only integers? Why is that range given an order of magnitude? Is this dependent on the precision I'm guessing?