I had not realized that Apple did not implement any of the 32-bit ARM environment, but that cuts the legs out of this argument in the article:
"In Anandtech’s interview, Jim Keller noted that both x86 and ARM both added features over time as software demands evolved. Both got cleaned up a bit when they went 64-bit, but remain old instruction sets that have seen years of iteration."
I still say that x86 must run two FPUs all the time, and that has to cost some power (AMD must run three - it also has 3dNow).
Intel really couldn't resist adding instructions with each new chip (MMX, PAE for 32-bit, many more on this shorthand list that I don't know), which are now mostly baggage.
I had not realized that Apple did not implement any of the 32-bit ARM environment, but that cuts the legs out of this argument in the article:
"In Anandtech’s interview, Jim Keller noted that both x86 and ARM both added features over time as software demands evolved. Both got cleaned up a bit when they went 64-bit, but remain old instruction sets that have seen years of iteration."
I still say that x86 must run two FPUs all the time, and that has to cost some power (AMD must run three - it also has 3dNow).
Intel really couldn't resist adding instructions with each new chip (MMX, PAE for 32-bit, many more on this shorthand list that I don't know), which are now mostly baggage.
> I still say that x86 must run two FPUs all the time, and that has to cost some power (AMD must run three - it also has 3dNow).
Legacy floating-point and SIMD instructions exposed by the ISA (and extensions to it) don't have any bearing on how the hardware works internally.
Additionally, AMD processors haven't supported 3DNow! in over a decade -- K10 was the last processor family to support it.
Oh wow, I need to dig way deeper into this but wonderful resource - thanks!