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"Tulsa," "Merom," "Kentsfield" and "Clovertown" moved up

Yesterday during Intel's Q2'06 earnings report, Intel CEO Paul Otellini revealed that Intel has moved up its launch schedule for quad-core processors to Q4 2006 instead of Q1 2007 as originally announced by Intel in roadmaps and public relations.

Otellini claimed "We notified customers that we're pulling in both a desktop and server of the first quad-core processors into the fourth quarter of this year from the first half of 2007."  These two processors, dubbed Kentsfield and Clovertown, respectively, are essentially twin-die packages of Core 2 Duo.

In late May, Intel announced that the company will ship a 3.2GHz Core 2 Extreme processor followed by quad-core Kentsfield in Q1'07Kentsfield has always been slated as an Extreme processor, meaning it will carry a larger price tag than the traditional Core 2 Duo series.  Intel's quad-core server processor, dubbed Clovertown, is virtually identical to Kentsfield but will use the Socket 771 package instead of Socket 775.

Furthermore, Otellini confirmed that quad-core isn't the only processor series moved up.  The CEO confirmed Merom has been moved up and is already shipping to revenue, as was reported by HKEPC (English) several days ago.  Intel's Tulsa processors for Xeon MP are also already shipping to revenue according to Otellini, but the availability of these processors has largely been overshadowed by yesterday's launch of Itanium 2 Montecito and the recent launch of Xeon DP Woodcrest

Typically there is a two to three week lag between revenue shipments and retail availability, so expect to see many of these new "shipping to revenue" processors before the end of the month.


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RE: To combat 4x4 I take it.
By Trisped on 7/21/2006 12:03:56 PM , Rating: 2
On the "Multi-Threaded Games" topic:

I don't think most games are truly threaded. Most were just hacked at until it was split into two threads.

Not all games have this limit though, as WarCraft3 creates a thread for every trigger, allowing it to scale to any number of processors.

From what I can tell the real way to thread a game is to put every major job into its own thread. Audio, AI, physics, mapping, preloading, GUI, networking, video, etc. Then, no matter how many cores you have, the game is ready. The problem is the cost of making sure the threads all talk to each other properly.


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