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llm_nerd • today at 3:09 PM • 1 reply • view on HN

Parallel processing was fully in force in the very first GPUs, like the Voodoo. Not like a modern GPU with thousands of more flexible shader cores, but the first iteration had a pipeline architecture that saw multiple blocks operating on rendering separate parts of the pipeline in parallel. This was revolutionary. Especially given that CPUs at the time had a single core.

I'm not sure what the PS3 comparison is for, or why we're comparing a 2026 AVX-512 CPU with a 2006 gaming console. Okay? A modern GPU can obliterate any CPU in SIMD, presuming you conform with the types it wants. Add that it's weird to bring up as AVX and other SIMD techniques are basically the same sort of architecture, parallelizing a problem.

> 3D graphics can really go wide only on wireframe/points, z-buffer forces sequencing between polys so the parallelism there is very limited.

Rendering a 3D is scene is the very definition of embarrassingly parallel. While optimizers can cull the scene, you know that the entire depth within the frustum (there are a variety of optimizing techniques to minimize the overdraw, but it's a part of rendering a scene) is "rendered" and in amalgamation the Z-buffer values are compared and discarded, blended, or whatever? It is an extraordinarily parallel operation.


Replies

pandaman • today at 3:52 PM

> the very first GPUs, like the Voodoo

Voodoo Graphics came out in 1995, we had commercial GPUs since early 1980s. Also it's funny that you believe it was "full force" parallel because specifically Voodoo (SST-1) drew a single pixel per clock (and had no geometry processing) so it was not parallel at all, even inside a poly. This statement shows your level of expertise though.

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