Subject: Mobile | October 2, 2015 - 04:09 PM | Tim Verry
Tagged: Tegra X1, tablet, pixel, nvidia, google, android 6.0, Android
During its latest keynote event, Google unveiled the Pixel C, a powerful tablet with optional keyboard that uses NVIDIA’s Tegra X1 SoC and runs the Android 6.0 “Marshmallow” operating system.
The Pixel C was designed by the team behind the Chromebook Pixel. Pixel C features an anodized aluminum body that looks (and reportedly feels) smooth with clean lines and rounded corners. The tablet itself is 7mm thick and weighs approximately one pound. The front of the Pixel C is dominated by a 10.2” display with a resolution of 2560 x 1800 (308 PPI, 500 nits brightness), wide sRGB color gamut, and 1:√2 aspect ratio (which Google likened to the size and aspect ratio of an A4 sheet of paper). A 2MP front camera sits above the display while four microphones sit along the bottom edge and a single USB Type-C port and two stereo speakers sit on the sides of the tablet. Around back, there is an 8MP rear camera and a bar of LED lights that will light up to indicate the battery charge level after double tapping it.
The keyboard is an important part of the Pixel C, and Google has given it special attention to make it part of the package. The keyboard attaches to the tablet using self-aligning magnets that are powerful enough to keep the display attached while holding it upside down and shaking it (not that you'd want to do that, mind you). It can be attached to the bottom of the tablet for storage and used like a slate or you can attach the tablet to the back of the keyboard and lift the built-in hinge to use the Pixel C in laptop mode (the hinge can hold the display at anywhere from 100 to 135-degrees). The internal keyboard battery is good for two months of use, and can be simply recharged by closing the Pixel C like a laptop and allowing it to inductively charge from the tablet portion. The keyboard is around 2mm thick and is nearly full size at 18.85mm pitch and the chiclet keys have a 1.4mm travel that is similar to that of the Chromebook Pixel. There is no track pad, but it does offer a padded palm rest which is nice to see.
Internally, the Pixel C is powered by the NVIDIA Tegra X1 SoC, 3GB of RAM, and 32GB or 64GB of storage (depending on model). The 20nm Tegra X1 consists of four ARM Cortex A57 and four Cortex A53 CPU cores paired with a 256-core Maxwell GPU. The Pixel C is a major design win for NVIDIA, and the built in GPU will be great for gaming on the go.
The Pixel C will be available in December ("in time for the holidays") for $499 for the base 32 GB model, $599 for the 64 GB model, and $149 for the keyboard.
First impressions, such as this hands-on by Engadget, seem to be very positive stating that it is sturdy yet sleek hardware that feels comfortable typing on. While the hardware looks more than up to the task, the operating system of choice is a concern for me. Android is not the most productivity and multi-tasking friendly software. There are some versions of Android that enable multiple windows or side-by-side apps, but it has always felt rather clunky and limited in its usefulness. With that said, Computer World's JR Raphael seems hopeful. He points out that the Pixel C is, in Batman fashion, not the hardware Android wants, but the hardware that Android needs (to move forward) and is primed for a future of Android that is more friendly to such productive endeavors. Development versions of Android 6.0 included support for multiple apps running simultaneously side-by-side, and while that feature will not make the initial production code cut, it does show that it is something that Google is looking into pursuing and possibly enabling at some point. The Pixel C has an excellent aspect ratio to take advantage of the app splitting with the ability to display four windows each with the same aspect ratio.
I am not sure how well received the Pixel C will be by business users who have several convertible tablet options running Windows and Chrome OS. It certainly gives the iPad-and-keyboard combination a run for its money and is a premium alternative to devices like the Asus Transformers.
What do you think about the Pixel C, and in particular, it running Android?
Even if I end up being less-than-productive using it, I think I'd still want the sleek-looking hardware as a second machine, heh.
Subject: General Tech | December 20, 2013 - 02:51 PM | Jeremy Hellstrom
Tagged: win 8.1, pixel, high ppi
In their latest commentary The Tech Report looks at the nasty way that Win 8.1 renders its GUI on high pixel per inch displays, for instance the majority of high end laptops. 1366x768 panels don't look to bad but if you were to pick up a 13.3" 1920x1080 laptop or for that matter a reasonably sized 4k display you are going to notice blurry text and icons as Win 8.1 is not great at recognizing and scaling for monitors with dense pixels. Some 3rd party applications are better than others but for the most part you are going to feel like you are starting to lose your sight. They offer some workarounds that mitigate the issue somewhat, but like proper mouse support this is something the new flavour of Windows really should have gotten right immediately.
"Displays with high pixel densities are pretty much standard in tablets, and we're all waiting for them to become standard in notebooks. Take a trip to your local Best Buy, though, and chances are a majority of systems in the laptop aisle will have 1366x768 panels—even large notebooks that really have no business with a display resolution that low."
Here is some more Tech News from around the web:
- Intel Haswell Linux Performance Improved A Lot In 2013 @ Phoronix
- ARM server chip upstart Calxeda bites the dust on road to 64-bit glory @ The Register
- Globalfoundries adjusts global workforce @ DigiTimes
- How to Install SteamOS and Configure Wifi and Audio @ Linux.com
- TP-LINK 300Mbps AV500 WiFi Powerline Extender Starter Kit Review @ Madshrimps
- World’s first full-size Lego car can hit 20 mph, powered by insane, 1048-piston compressed air engine @ ExtremeTech
- Macbook webcams CAN spy on you - and you simply CAN'T TELL @ The Register
- Netgear R6100 Wi-Fi Router Review @ Legit Reviews
- Feminist Software Foundation gets grumpy with GitHub … or does it? @ The Register
Subject: Graphics Cards | February 25, 2013 - 08:01 PM | Josh Walrath
Tagged: nvidia, tegra, tegra 4, Tegra 4i, pixel, vertex, PowerVR, mali, adreno, geforce
When Tegra 4 was introduced at CES there was precious little information about the setup of the integrated GPU. We all knew that it would be a much more powerful GPU, but we were not entirely sure how it was set up. Now NVIDIA has finally released a slew of whitepapers that deal with not only the GPU portion of Tegra 4, but also some of the low level features of the Cortex A15 processor. For this little number I am just going over the graphics portion.
This robust looking fellow is the Tegra 4. Note the four pixel "pipelines" that can output 4 pixels per clock.
The graphics units on the Tegra 4 and Tegra 4i are identical in overall architecture, just that the 4i has fewer units and they are arranged slightly differently. Tegra 4 is comprised of 72 units, 48 of which are pixel shaders. These pixel shaders are VLIW based VEC4 units. The other 24 units are vertex shaders. The Tegra 4i is comprised of 60 units, 48 of which are pixel shaders and 12 are vertex shaders. We knew at CES that it was not a unified shader design, but we were still unsure of the overall makeup of the part. There are some very good reasons why NVIDIA went this route, as we will soon explore.
If NVIDIA were to transition to unified shaders, it would increase the overall complexity and power consumption of the part. Each shader unit would have to be able to handle both vertex and pixel workloads, which means more transistors are needed to handle it. Simpler shaders focused on either pixel or vertex operations are more efficient at what they do, both in terms of transistors used and power consumption. This is the same train of thought when using fixed function units vs. fully programmable. Yes, the programmability will give more flexibility, but the fixed function unit is again smaller, faster, and more efficient at its workload.
On the other hand here we have the Tegra 4i, which gives up half the pixel pipelines and vertex shaders, but keeps all 48 pixel shaders.
If there was one surprise here, it would be that the part is not completely OpenGL ES 3.0 compliant. It is lacking in one major function that is required for certification. This particular part cannot render at FP32 levels. It has been quite a few years since we have heard of anything not being able to do FP32 in the PC market, but it is quite common to not support it in the power and transistor conscious mobile market. NVIDIA decided to go with a FP 20 partial precision setup. They claim that for all intents and purposes, it will not be noticeable to the human eye. Colors will still be rendered properly and artifacts will be few and far between. Remember back in the day when NVIDIA supported FP16 and FP32 while they chastised ATI for choosing FP24 with the Radeon 9700 Pro? Times have changed a bit. Going with FP20 is again a power and transistor saving decision. It still supports DX9.3 and OpenGL ES 2.0, but it is not fully OpenGL ES 3.0 compliant. This is not to say that it does not support any 3.0 features. It in fact does support quite a bit of the functionality required by 3.0, but it is still not fully compliant.
This will be an interesting decision to watch over the next few years. The latest Mali 600 series, PowerVR 6 series, and Adreno 300 series solutions all support OpenGL ES 3.0. Tegra 4 is the odd man out. While most developers have no plans to go to 3.0 anytime in the near future, it will eventually be implemented in software. When that point comes, then the Tegra 4 based devices will be left a bit behind. By then NVIDIA will have a fully compliant solution, but that is little comfort for those buying phones and tablets in the near future that will be saddled with non-compliance once applications hit.
The list of OpenGL ES 3.0 features that are actually present in Tegra 4, but the lack of FP32 relegates it to 2.0 compliant status.
The core speed is increased to 672 MHz, well up from the 520 MHz in Tegra 3 (8 pixel and 4 vertex shaders). The GPU can output four pixels per clock, double that of Tegra 3. Once we consider the extra clock speed and pixel pipelines, the Tegra 4 increases pixel fillrate by 2.6x. Pixel and vertex shading will get a huge boost in performance due to the dramatic increase of units and clockspeed. Overall this is a very significant improvement over the previous generation of parts.
The Tegra 4 can output to a 4K display natively, and that is not the only new feature for this part. Here is a quick list:
2x/4x Multisample Antialiasing (MSAA)
24-bit Z (versus 20-bit Z in the Tegra 3 processor) and 8-bit Stencil
4K x 4K texture size incl. Non-Power of Two textures (versus 2K x 2K in the Tegra 3 processor) – for higher quality textures, and easier to port full resolution textures from console and PC games to Tegra 4 processor. Good for high resolution displays.
16:1 Depth (Z) Compression and 4:1 Color Compression (versus none in Tegra 3 processor) – this is lossless compression and is useful for reducing bandwidth to/from the frame buffer, and especially effective in antialiasing processing when processing multiple samples per pixel
Percentage Closer Filtering for Shadow Texture Mapping and Soft Shadows
Texture border color eliminate coarse MIP-level bleeding
sRGB for Texture Filtering, Render Surfaces and MSAA down-filter
1 - CSAA is no longer supported in Tegra 4 processors
This is a big generational jump, and now we only have to see how it performs against the other top end parts from Qualcomm, Samsung, and others utilizing IP from Imagination and ARM.