AMD Gains GPU Market Share From Last Quarter

Subject: General Tech, Graphics Cards, Processors | August 16, 2013 - 04:00 PM |
Tagged: nvidia, Intel, APU, amd

Despite a slight decline in PC sales compared to last quarter, graphics processors are on the rise. Jon Peddie Research attributes the heightened interest in graphics, with a decline in systems, to a trend towards multiple GPUs in a system. Crossfire and SLI, according to the report, are not driving this drift but they are relevant. More importantly, consumers are adding discrete graphics to systems with integrated solutions.

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AMD has experienced an increase in shipments of 47% for laptop APUs. Desktop heterogeneous processors declined but, in all, shipments increased 11%. Intel, likewise, saw an increase albeit just 6%. NVIDIA declined 8%. AMD now enjoys a 5.8% lead in total market share over NVIDIA.

Many PCs have access to multiple graphics processors simultaneously. With an increase of available GPUs, software developers might take the plunge into fully supporting heterogeneous architectures. You could imagine a game which offloads physics or AI pathfinding to secondary graphics. Sure, the increased heat would slightly limit the turbo-performance of the CPU, but the increased parallel performance should overtake that decreased serial performance for a sensible developer.

JPR claims an average of nearly 1.4 GPUs available per system.

The increased laptop heterogeneous processors is a major win for AMD. Still, I wonder how much Never Settle played in to users dropping discrete graphics into machines which would otherwise have integrated (chipset or processor) graphics. The discrete graphics market has declined and yet somehow AMD got a boost from double-attach or replaced graphics.

The report only discusses consumer x86 tablets, desktops, laptops, and some hybrid between the previous three categories. Other processor architectures or x86 servers are not covered.

Source: JPR

NVIDIA GeForce eSports World of Tanks International World Finals Kick-Off at PAX 2013

Subject: General Tech | August 15, 2013 - 02:03 PM |
Tagged: world of tanks, nvidia, esports

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SANTA CLARA, CA - August 15, 2013– NVIDA’s first ever GeForce eSports World of Tanks Open Tournament will culminate with its world finals at the close of PAX Prime on Sunday, Sept. 1 at 7:00 pm PDT at Showbox SoDo in Seattle, WA. Brought to you live by Twitch, the world’s leading video platform and community for gamers, and Wargaming, a new world war will be staged – with finalists from China, South East Asia, North and South America, Europe and Russia competing for their share of NVIDIA GeForce GTX 600-series graphics cards and $100,000 in cold hard cash! Matches will be broadcast live on Twitch and available on–demand.

“Now more than ever, competitive gaming is pushing players and hardware limits to extremes,” said James Grunke, manager of the GeForce eSports program at NVIDIA. “We at GeForce eSports are committed to upping our game by delivering the gear gamers demand to win. We’ve got a rock star team of partners in Wargaming and Twitch to execute this fierce global gaming war.”

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Following the intense epic battle, NVIDIA along with their tournament partners Wargaming and Twitch, will host Party of 3, the mother of all PAX parties! The celebration begins at 9:30 pm - immediately following the global tournament, also at Showbox SoDo. Sure to be the ultimate party of PAX, the event will rage on until 1:00 am and feature meet-ups, complimentary drinks and food, and the chance to win high octane prizes.

“Twitch is known for having a major presence at PAX, so every year we are looking to raise the bar with the events we drive or take part in,” said Amber Dalton, director of marketing and events for Twitch. “By live streaming the World of Tanks Grand Finals at an event co-hosted by NVIDIA and Wargaming, that bar has definitely been lifted. With eSports trending in the news now more than ever before, this showcase will illustrate its competitive spirit and spectator appeal.”

“We’re going to see the best and brightest World of Tanks players in the world in Seattle for the NVIDIA GeForce eSports World of Tanks Grand Finals,” said Caleb Fox, head of eSports at Wargaming. “Getting so much talent in one place and competing for great prizes and cash is going to be a truly memorable event.”

NVIDIA, along with their partners and sponsors, EVGA and Razer, will give away cutting-edge products, such as GeForce GTX 660 GPUs, WG gold, gaming mice, PC accessory packs and much more!

General admission for NVIDIA GeForce eSports World of Tanks Grand Finals is free but interested gamers need to RSVP at http://wot100kopen.eventbrite.com/ and will be admitted onsite on a first come, first serve basis. Doors will open at 6 pm Sunday night for a World of Tanks Community Meet-Up Event. The first attendees to arrive will receive free drink tickets.

World of Tanks is a team-based, massively multiplayer online game dedicated to armored warfare in the mid-20th century. With more than 60 million registered users worldwide, World of Tanks is a fast-paced PC shooter game with in-depth weaponry, economics and robust eSports tools such as spectator mode and replay file support.

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Official GeForce eSports World of Tanks Open Tournament rules and regulations are available at http://esports.geforce.com.

Source: NVIDIA

Win 1 of 5 EVGA Pro SLI Bridges!!

Subject: Graphics Cards | August 14, 2013 - 06:03 PM |
Tagged: sweepstakes, sli, nvidia, giveaway, evga, contest

UPDATE: Winners have been selected and contacted - if you weren't one of the five winners check back for more contests and giveaways!!  Thanks for listening!!

While at Quakecon this year EVGA showed off its new collection of Pro SLI Bridges that add a bit of sexy to any NVIDIA multi-GPU system.  These are much more than just the standard SLI bridge that you know of today: they are sleek, have a brushed metal finish and if you have GTX 700-series or TITAN graphics card, they light up as well!

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Because EVGA is a big supporter of PC Perpsective, they are sending over a handful of the 3-Way Pro SLI Bridges (that can also be used in 2-Way configurations) to give away to our readers. 

How can you win one of the five free units that EVGA sent us?

  1. Fill out the form below with the requested information. 
  2. Listen to this week's (Episode #264) PC Perspective Podcast (live or after the fact) and I'll give you the code word to include in the form below.
    1. You can download or watch the podcast right here: http://pcper.com/podcast

That's it!!  You can win anywhere in the world and our winners will be randomly picked from the submissions we receive no later than the 20th of August at 6pm ET.

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A big thanks goes to EVGA for providing these units!!

Source: EVGA

Podcast #263 - AMDs Crossfire Fix, Carmack Leaving id, Left 4 Dead 3 rumors and more!

Subject: General Tech | August 8, 2013 - 02:22 PM |
Tagged: podcast, video, amd, nvidia, crossfire, sli, frame rating, 7990, john carmack, Oculus

PC Perspective Podcast #263 - 08/08/2013

Join us this week as we discuss AMDs Crossfire Fix, Carmack Leaving id, Left 4 Dead 3 rumors and more!

You can subscribe to us through iTunes and you can still access it directly through the RSS page HERE.

The URL for the podcast is: http://pcper.com/podcast - Share with your friends!

  • iTunes - Subscribe to the podcast directly through the iTunes Store
  • RSS - Subscribe through your regular RSS reader
  • MP3 - Direct download link to the MP3 file

Hosts: Ryan Shrout, Jeremy Hellstrom, Josh Walrath, and Allyn Malventano

Program length: 1:13:47

 

NVIDIA CloudLight: White Paper for Lighting in the Cloud

Subject: Editorial, General Tech | August 3, 2013 - 04:03 PM |
Tagged: nvidia, CloudLight, cloud gaming

Trust the cloud... be the cloud.

The executives on stage might as well have waved their hands while reciting that incantation during the announcement of the Xbox One. Why not? The audience would have just assumed Don Mattrick was trying to get some weird Kinect achievement on stage. You know, kill four people with one laser beam while trying to sink your next-generation platform in a ranked keynote. 50 Gamerscore!

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Microsoft stated, during and after the keynote, that each Xbox One would have access to cloud servers for certain processing tasks. Xbox Live would be receiving enough servers such that each console could access three times its performance, at launch, to do... stuff. You know, things that are hard to calculate but are not too dependent upon latency. You know what we mean, right?

Apparently Microsoft did not realize that was a detail they were supposed to sell us on.

In the mean time, NVIDIA has been selling us on offloaded computation to cloud architectures. We knew Global Illumination (GI) was a very complicated problem. Most of the last couple decades has been progressively removing approximations to what light truly does.

CloudLight is their research project, presented at SIGRAPH Asia and via Williams College, to demonstrate server-processed indirect lighting. In their video, each of the three effects are demonstrated at multiple latencies. The results look pretty good until about 500ms which is where the brightest points are noticeably in the wrong locations.

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Again, the video is available here.

The three methods used to generate indirect lighting are: irradiance maps, where lightmaps are continuously calculated on a server and streamed by H.264; photons, which raytraces lighting for the scene as previous rays expire and streams only the most current ones to clients who need it; and voxels, which stream fully computed frames to the clients. The most interesting part is that as you add more users, in most cases, server-processing remains fairly constant.

It should be noted, however, that each of these demonstrations only moved the most intense lights slowly. I would expect an effect such as switching a light on in an otherwise dark room would create a "pop-in" effect if it lags too far behind user interaction or the instantaneous dynamic lights.

That said, for a finite number of instant switches, it would be possible for a server to render both results and have the client choose the appropriate lightmap (or the appropriate set of pixels from the same, large, lightmap). For an Unreal Tournament 3 mod, I was experimenting with using a Global Illumination solver to calculate lighting. My intention was to allow users to turn on and off a handful of lights in each team's base. As lights were shot out or activated by a switch, the shader would switch to the appropriate pre-rendered solution. I would expect a similar method to work here.

What other effects do you believe can withstand a few hundred milliseconds of latency?

Source: NVIDIA

So you want a second opinion on Frame Pacing, eh?

Subject: General Tech, Graphics Cards | August 2, 2013 - 12:44 PM |
Tagged: video, stutter, radeon, nvidia, hd 7990, frame rating, frame pacing, amd

Scott Wasson from The Tech Report and Ryan have been discussing the microstuttering present in Crossfire and while Ryan got his hands on the hardware to capture the raw output first, The Tech Report have been investigating this issue as in depth as Ryan and Ken have been.  Their look at the new Catalyst and the effects of Frame Pacing show the same results as you saw yesterday in Ryan's article; for essentially no cost in performance you can get a much smoother experience when using a CrossFire system on a single display.  In their article they have done a great job of splicing together videos of runthroughs of several games with the Frame Pacing disabled on one side and enabled on the other, allowing you to see with your own eyes the difference in game play, without having to have your own Crossfire system.

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"Can a driver fix what ails the Radeon HD 7990? Will the new Catalysts magically transform this baby into the fastest graphics card on the planet? We go inside the second to find out."

Here is some more Tech News from around the web:

Tech Talk

New NVIDIA 326.41 Beta Graphics Drivers Add Shield PC Game Streaming Support

Subject: Graphics Cards | August 2, 2013 - 02:50 AM |
Tagged: graphics drivers, nvidia, shield, pc game streaming, gaming, geforce

NVIDIA recently released a new set of beta GeForce graphics card drivers targetted at the 400, 500, 600, and 700 series GPUs. The new version 326.41 beta drivers feature the same performance tweaks as the previous 326.19 drivers while baking in beta support for PC game streaming to NVIDIA’s Shield gaming portable from a compatible GeForce graphics card (GTX 650 or better). The new beta release is also the suggested version to use for those running the Windows 8.1 Preview.

NVIDIA has included the same performance tweaks as version 326.19. The tweaks offer up to 19% performance increases, depending on the particular GPU setup. For example, users running a GTX 770 will see as much as 15% better performance in Dirt: Showdown and 6% in Tomb Raider. Performance improvements are even higher for GTX 770 SLI setups, with boosts in Dirt: Showdown and F1 2012 of 19% and 11% respectively. NVIDIA has also added SLI profiles for Splinter Cell: Blacklist and Batman: Arkham Origins.

The NVIDIA Shield launched recently and reviews are making the rounds around the Internet. One of the exciting features of the Shield gaming handheld is the ability to stream PC games from a PC with NVIDIA graphics card to the Shield over Wi-Fi.

The 326.41 drivers improve performance across several games on the GTX 770.

The other major changes are improvements to tiled 4K displays, which are displays with 4K resolutions that are essentially made of two separate displays, and the monitor even shows up to the OS as two separate displays despite being in a single physical monitor. Using DisplayPort MST and tiled displays allows monitor manufacturers to deliver 4K displays with higher refresh rates.

Interested GeForce users can grab the latest beta drivers from the NVIDIA website or via the links below:

Source: Tech Spot
Author:
Manufacturer: AMD

Frame Pacing for CrossFire

When the Radeon HD 7990 launched in April of this year, we had some not-so-great things to say about it.  The HD 7990 depends on CrossFire technology to function and we had found quite a few problems with AMD's CrossFire technology over the last months of testing with our Frame Rating technology, the HD 7990 "had a hard time justifying its $1000 price tag."  Right at launch, AMD gave us a taste of a new driver that they were hoping would fix the frame pacing and frame time variance issues seen in CrossFire, and it looked positive.  The problem was that the driver wouldn't be available until summer.

As I said then: "But until that driver is perfected, is bug free and is presented to buyers as a made-for-primetime solution, I just cannot recommend an investment this large on the Radeon HD 7990."

Today could be a very big day for AMD - the release of the promised driver update that enables frame pacing on AMD 7000-series CrossFire configurations including the Radeon HD 7990 graphics cards with a pair of Tahiti GPUs. 

It's not perfect yet and there are some things to keep an eye on.  For example, this fix will not address Eyefinity configurations which includes multi-panel solutions and the new 4K 60 Hz displays that require a tiled display configuration.  Also, we found some issues with more than two GPU CrossFire that we'll address in a later page too.

 

New Driver Details

Starting with 13.8 and moving forward, AMD plans to have the frame pacing fix integrated into all future drivers.  The software team has implemented a software based frame pacing algorithm that simply monitors the time it takes for each GPU to render a frame, how long a frame is displayed on the screen and inserts delays into the present calls when necessary to prevent very tightly timed frame renders.  This balances or "paces" the frame output to the screen without lowering the overall frame rate.  The driver monitors this constantly in real-time and minor changes are made on a regular basis to keep the GPUs in check. 

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As you would expect, this algorithm is completely game engine independent and the games should be completely oblivious to all that is going on (other than the feedback from present calls, etc). 

This fix is generic meaning it is not tied to any specific game and doesn't require profiles like CrossFire can from time to time.  The current implementation will work with DX10 and DX11 based titles only with DX9 support being added later with another release.  AMD claims this was simply a development time issue and since most modern GPU-bound titles are DX10/11 based they focused on that area first.  In phase 2 of the frame pacing implementation AMD will add in DX9 and OpenGL support.  AMD wouldn't give me a timeline for implementation though so we'll have to see how much pressure AMD continues with internally to get the job done.

Continue reading our story of the new AMD Catalyst 13.8 beta driver with frame pacing support!!

Podcast #262 - Live from QuakeCon 2013!

Subject: General Tech | August 1, 2013 - 01:35 PM |
Tagged: video, shield, Samsung, quakecon, podcast, nvidia, frame rating, crossfire, amd, 840 evo, 7990

PC Perspective Podcast #262 - 08/01/2013

Join us this week as we discuss NVIDIA SHIELD, the Samsung 840 EVO, Viewer Q&A, and much more LIVE from QuakeCon 2013!

You can subscribe to us through iTunes and you can still access it directly through the RSS page HERE.

The URL for the podcast is: http://pcper.com/podcast - Share with your friends!

  • iTunes - Subscribe to the podcast directly through the iTunes Store
  • RSS - Subscribe through your regular RSS reader
  • MP3 - Direct download link to the MP3 file

Hosts: Ryan Shrout, Josh Walrath, and Allyn Malventano

Program length: 1:19:01

Author:
Subject: Mobile
Manufacturer: NVIDIA

The Hardware

Dear NVIDIA,

It has come to my attention that you are planning on producing and selling a device to be called “NVIDIA SHIELD.”  It should be noted that even though it shares the same name, this device has no matching attributes of the super-hero comic-based security agency.  Please adjust.

 

When SHIELD was previewed to the world at CES in January of this year, there were a hundred questions about the device.  What would it cost?  Would the build quality stand up to expectations?  Would the Android operating system hold up as a dedicated gaming platform?  After months of waiting a SHIELD unit finally arrived in our offices in early July, giving us plenty of time (I thought) to really get a feel for the device and its strengths and weakness.  As it turned out though, it still seemed like an inadequate amount of time to really gauge this product.  But I am going to take a stab at it, feature by feature.

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NVIDIA SHIELD aims to be a mobile gaming platform based on Android with a flip out touch-screen interface, high quality console design integrated controller, and added features like PC game streaming and Miracast support.

Initial Unboxing and Overview of Product Video

 

The Hardware

At the heart of NVIDIA SHIELD is the brand new Tegra 4 SoC, NVIDIA’s latest entry into the world of mobile processors.  Tegra 4 is a quad-core, ARM Cortex-A15 based SoC that includes a 5th A15 core built on lower power optimized process technology to run background and idle tasks using less power.  This is very similar to what NVIDIA did with Tegra 3’s 4+1 technology, and how ARM is tackling the problem with big.LITTLE philosophy. 

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Continue reading our review of the NVIDIA SHIELD Android gaming device!!