Author:
Subject: Processors, Mobile
Manufacturer: Qualcomm

New Features and Specifications

Introduction

It is increasingly obvious that in the high end smartphone and tablet market, much like we saw occur over the last several years in the PC space, consumers are becoming more concerned with features and experiences than just raw specifications. There is still plenty to drool over when looking at and talking about 4K screens in the palm of your hand, octa-core processors and mobile SoC GPUs measuring performance in hundreds of GFLOPS, but at the end of the day the vast majority of consumers want something that does something to “wow” them.

As a result, device manufacturers and SoC vendors are shifting priorities for performance, features and how those are presented both the public and to the media. Take this week’s Qualcomm event in San Diego where a team of VPs, PR personnel and engineers walked me through the new Snapdragon 810 processor. Rather than showing slide after slide of comparative performance numbers to the competition, I was shown room after room of demos. Wi-Fi, LTE, 4K capture and playback, gaming capability, thermals, antennae modifications, etc. The goal is showcase the experience of the entire platform – something that Qualcomm has been providing for longer than just about anyone in this business, while educating consumers on the need for balance too.

hw1.jpg

As a 15-year veteran of the hardware space my first reaction here couldn’t have been scripted any more precisely: a company that doesn’t show performance numbers has something to hide. But I was given time with a reference platform featuring the Snapdragon 810 processor in a tablet form-factor and the results show impressive increases over the 801 and 805 processors from the previous family. Rumors of the chips heat issues seem overblown, but that part will be hard to prove for sure until we get retail hardware in our hands to confirm.

Today’s story will outline the primary feature changes of the Snapdragon 810 SoC, though there was so much detail presented at the event with such a short window of time for writing that I definitely won’t be able to get to it all. I will follow up the gory specification details with performance results compared to a wide array of other tablets and smartphones to provide some context to where 810 stands in the market.

hw4.jpg

Let’s dive in! Continue reading our preview of the new Qualcomm Snapdragon 810 SoC!!

Author:
Subject: Processors
Manufacturer: ARM

ARM Releases Top Cortex Design to Partners

ARM has an interesting history of releasing products.  The company was once in the shadowy background of the CPU world, but with the explosion of mobile devices and its relevance in that market, ARM has had to adjust how it approaches the public with their technologies.  For years ARM has announced products and technology, only to see it ship one to two years down the line.  It seems that with the increased competition in the marketplace from Apple, Intel, NVIDIA, and Qualcomm ARM is now pushing to license out its new IP in a way that will enable their partners to achieve a faster time to market.

arm_01.jpg

The big news this time is the introduction of the Cortex A72.  This is a brand new design that will be based on the ARMv8-A instruction set.  This is a 64 bit capable processor that is also backwards compatible with 32 bit applications programmed for ARMv7 based processors.  ARM does not go into great detail about the product other than it is significantly faster than the previous Cortex-A15 and Cortex-A57.

The previous Cortex-A15 processors were announced several years back and made their first introduction in late 2013/early 2014.  These were still 32 bit processors and while they had good performance for the time, they did not stack up well against the latest A8 SOCs from Apple.  The A53 and A57 designs were also announced around two years ago.  These are the first 64 bit designs from ARM and were meant to compete with the latest custom designs from Apple and Qualcomm’s upcoming 64 bit part.  We are only now just seeing these parts make it into production, and even Qualcomm has licensed the A53 and A57 designs to insure a faster time to market for this latest batch of next-generation mobile devices.

arm_02.jpg

We can look back over the past five years and see that ARM is moving forward in announcing their parts and then having their partners ship them within a much shorter timespan than we were used to seeing.  ARM is hoping to accelerate the introduction of its new parts within the next year.

Click here to continue reading about ARM's latest releases!

MSI Also Launches X99S GAMING 9 ACK Motherboard

Subject: General Tech, Motherboards | November 4, 2014 - 03:19 AM |
Tagged: msi, X99, motherboard, motherboards, qualcomm, killer, 802.11ac

The MSI X99S GAMING 9 AC motherboard is built for the Haswell-E architecture, and Morry did a review of it just a couple of week ago. He liked it, giving it a gold award. Now MSI has released a new model, the X99S GAMING 9 ACK, which is basically identical except for its wireless adapter. While the original AC-variant had Intel 802.11ac with dual antennas, the ACK comes with Qualcomm Killer-branded 802.11ac.

msi-x99s-ACK.jpg

Again, for the rest of the motherboard, I will refer you to Morry's review. The only real difference is the Killer NIC and Wireless-AC combo, which is actually more than it seems. If I understand it correctly, "Smart Teaming" will monitor the specific applications using the network and split them between LAN and WiFi, with the more latency-dependent programs getting the wired connection. In theory, this is interesting except that both streams would need to merge in order to get out the internet, which will be your bottleneck. On the other hand, if this works with multiple internet connections, then I could see a use case. For instance, someone has a solid DSL connection alongside their high-bandwidth Cable ISP.

Or, of course, that could not work at all and the outbound internet will, in fact, be your bottleneck.

Pricing and availability is also not available. You can find the original X99S GAMING 9, with the Intel wireless network controller, for about $405. An upgraded wireless adapter should not increase the cost much at all.

Source: MSI

Google Nexus 6 Phone / Phablet with 6-in 2560x1440 Screen, Android Lollipop

Subject: Mobile | October 15, 2014 - 12:39 PM |
Tagged: snapdragon 805, qualcomm, nexus 6, motorola, lollipop, android l, Android

The Android mobile market just got shifted again after three key announcements from Google today to refresh the Nexus family of products that have served as the flagships for Android devices for several years.

First up is the Nexus 6, a phone or phablet depending on your vocabulary preferences, a device with a 5.96-in screen with a resolution of 2560x1440 and a pixel density of 493 ppi. Built by Motorola and sharing a lot of physical design with the recently released Moto X update, the phone is sleek and attractive and will ship in both black and white color schemes.

nexus6-2.jpg

Other specifications include a Qualcomm Snapdragon 805 quad-core processors running at up to 2.7 GHz and an Adreno 420 graphics core. Capacities of both 32GB and 64GB will be available.

The Nexus 6 and its 6-in screen makes it larger than the Galaxy Note 4, larger than the iPhone 6 Plus and basically anything else considered a "phone" on the market today. The resolution of the phone is also much higher than the iPhone 6 Plus (only 1920x1080) and this should give Google's flagship a big advantage in clarity and media consumption - as long as the new Android Lollipop lives up to its claims. 

nexus6-1.JPG

Camera features are updated as well to include an f2.0 lens with optical image stabilization and a 13MP resolution. Fast charging is becoming particularly important in modern phones and Google claims the Nexus 6 will be able to get 6 hours of use from only 15 minutes of charging and more than 24 hours use from a full charge. We'll see how that pans out of course.

nexus6-3.JPG

Google says that the Nexus 6 will ship in November with a pre-order in "late October". Expect an unlocked version on Google's Play Store while you can find on-contract versions at ALL US carriers including AT&T, T-Mobile, Sprint and even Verizon. On a side note, this marks the first time Verizon will carry a Nexus-branded phone since the Galaxy Nexus in December of 2011.

Be prepared to pay full price for this phone though. Google lists pricing for the 32GB model at $649 and for the 64GB model at $699.

Screen  5.96" 1440x2560 display (493 ppi) 16:9 aspect ratio
 Size  82.98mm x 159.26mm x 10.06mm
 Weight  6.49 ounces (184 grams)
 Camera  Rear Camera: 13MP, Dual LED ring flash Front Camera: 2MP @ 1.4 um pixel
 Audio  Stereo front facing speakers; 3.5mm headphone jack with 4 button headset compatibility 
 Memory  32GB, 64GB
 CPU  Qualcomm Snapdragon805 - Quad Core 2.7 GHz  
 GPU  Adreno 420
 RAM  3GB RAM
 Wireless  Broadcom 802.11ac 2x2 (MIMO)

 

 Network (+ Mobile Sku)  Americas SKU: GSM: 850/900/1800/1900 MHz CDMA: Band Class: 0/1/10 WCDMA: Bands: 1/2/4/5/8 LTE: Bands: 2/3/4/5/7/12/13/17/25/26/29/41 CA DL: Bands: B2-B13, B2-B17, B2-29, B4-B5, B4-B13, B4-B17, B4-B29 Rest of World SKU: GSM: 850/900/1800/1900 MHz CDMA: not supported WCDMA: Bands: 1/2/4/5/6/8/9/19 LTE: Bands: 1/3/5/7/8/9/19/20/28/41 CA DL: B3-B5, B3-B8
 Power**  3220 mAh Talk time: up to 24 hours  Standby time up to 300 hours Internet use time up to 8.5 hrs Wi-Fi, 7 hrs LTE Wireless charging built-in 
Turbo charger gives up to 6 hours of power in 1 minutes
 Sensors  Accelerometer, Gyro, Magnetometer, Prox, Ambient Light Sensor, Haptics, Hall effect, Barometer 
 Ports & Connectors  Micro USB Single nano SIM Power and Volume key on Right Hand Side of the device 3.5mm audio jack
 OS  Android 5.0 Lollipop
Source: Google Nexus

Qualcomm Snapdragon 210 Has LTE for Sub-$100 Devices

Subject: General Tech, Processors, Mobile | September 11, 2014 - 06:27 PM |
Tagged: qualcomm, snapdragon 210, snapdragon, LTE, cheap tablet

The Snapdragon 210 was recently announced by Qualcomm to be an SoC for cheap, sub-$100 tablets and mobile phones. With it, the company aims to bring LTE connectivity to that market segment, including Dual SIM support. It will be manufactured on the 28nm process, with up to four ARM CPU cores and a Qualcomm Adreno 304 GPU.

Qualcomm_Snapdragon_logo.png

According to Qualcomm, the SoC can decode 1080p video. It will also be able to manage cameras with up to 8 megapixels of resolution, including HDR, autofocus, auto white balance, and auto exposure. Let's be honest, you will not really get much more than that for a sub-$100 device.

The Snapdragon 210 has been given Quick Charge 2.0, normally reserved for the 400-line and up, refill the battery quickly when connected to a Quick Charge 2.0-supporting charger (ex: the Motorola Turbo Charger). Quick Charge 1.0 worked by optimizing how energy was delivered to the battery through a specification. Quick Charge 2.0 does the same, just with 60 watts of power (!!). For reference, the USB standard defines 2.5W, which is 5V at 0.5A, although the specification is regularly extended to 5 or 10 watts.

Devices featuring the Snapdragon 210 are expected for the first half of 2015.

Source: Qualcomm

Lenovo Unveils New Vibe Z2 and Vibe X2 Smartphones

Subject: Mobile | September 6, 2014 - 12:11 PM |
Tagged: snapdragon, smartphone, qualcomm, Lenovo, ifa 2014

In addition to new traditional PCs, Lenovo unveiled two new smartphones under its Vibe series. The Vibe Z2 and Vibe X2 are 64-bit mobiles ready for Android L. Both models will be available in China and select regions later this month.

First up is the Lenovo Vibe X2 which is the successor to the Vibe X. Lenovo's new flagship smartphone is 7.27mm thick and uses a layered design that uses a three color gradient evident when looking at the outside edges of the phone. The Vibe X2 features a large 5-inch 1920 x 1080 IPS display, 5MP webcam, and 13MP rear camera with flash.

Lenovo Vibe X2 Smartphone.jpg

The Vibe X2 is powered by a MediaTek MT6595M SoC, 2GB RAM, 32GB internal storage (no MicroSD expansion), and a 2,300mAh battery. The phone will come in dual and single SIM variants depending on the country. The MediaTek MT6595M "True8Core" processor features eight ARM cores in a big.LITTLE configuration with a maximum clockspeed of 2GHz on the four Cortex A17 cores and 1.5GHz on the four low power Cortex A7 cores. The SoC also features a 16MP image signal processor, video encoding hardware (for recording up to 1080p60), and a PowerVR G6200 GPU clocked at 450MHz.

In all, the Vibe X2 should perform noticeably better than last year's Vibe X thanks to the updated SoC with faster GPU. Moving to the big.LITTLE setup should also net users better battery life, which is always a good thing. For even more battery life though, Lenovo is offering up clip-on attachments – called Lenovo Xtensions – that include an extra battery and a version with a larger speaker.

While the hardware is ready to run Android L, the phone will ship with Android 4.4 KitKat along with Lenovo's Vibe UI 2.0.

The flagship Vibe X2 will be available later this month in China starting at $399 USD.

Lenovo is also releasing the Vibe Z2 which is a stylish metal unibody design with a brushed metal finish. The phone is 7.8mm thick and weighs 155 grams. The front of the Vibe Z2 is dominated by a 5.5-inch 1920x1080 display. An 8MP front camera sits above the display and uses an optional guesture-based shutter that can be triggered by smiling, blinking, or making a "V" sign with your hands. According to Lenovo, the Vibe Z has "mastered the art of the selfie." On the backside of the smartphone sits a 13MP camera with a Sony Exmor BSI (backside illumination) sensor and optical image stabilization which is nice to see on a smartphone.

Lenovo Vibe Z2 Smartphone.jpg

Inside the Vibe Z2, Lenovo is using a Qualcomm Snapdragon 401 SoC, 2GB RAM, 32GB internal storage, and a 3,000mAh battery. The phone supports Dual SIM cards as well as LTE, HSPA+, WiFi, and Bluetooth networks. The Snapdragon 401 is a recent Qualcomm chip that can be clocked up to 1.2GHz with a Adreno 305 GPU clocked at up to 450MHz (Lenovo did not give specific clockspeeds, but those are the speeds that the 401 is rated at).

The Vibe Z2 will be available in China and other regions where Lenovo has a smartphone presence later this month starting at $429 USD.

Source: Lenovo

Qualcomm Focuses on Android Gaming, Snapdragon Benefits to Gamers, Developers

Subject: Processors, Mobile | June 23, 2014 - 01:08 PM |
Tagged: snapdragon, qualcomm, gaming, Android, adreno

Today Qualcomm has published a 22-page white paper that keys in on the company's focus around Android gaming and the benefits that Qualcomm SoCs offer. As the dominant SoC vendor in the Android ecosystem of smartphones, tablets and handhelds (shipping more than 32% in Q2 of 2013) QC is able to offer a unique combination of solutions to both developers and gamers that push Android gaming into higher fidelity with more robust game play.

According to the white paper, Android gaming is the fastest growing segment of the gaming market with a 30% compound annual growth rate from 2013 to 2015, as projected by Gartner. Experiences for mobile games have drastically improved since Android was released in 2008 with developers like Epic Games and the Unreal Engine pushing visuals to near-console and near-PC qualities. 

qcgaming1.jpg

Qualcomm is taking a heterogeneous approach to address the requirements of gaming that include AI execution, physics simulation, animation, low latency input and high speed network connectivity in addition to high quality graphics and 3D rendering. Though not directly a part of the HSA standards still in development, the many specialized engines that Qualcomm has developed for its Snapdragon SoC processors including traditional CPUs, GPUs, DSPs, security and connectivity allow the company to create a solution that is built for Android gaming dominance.

qcgaming2.jpg

In the white paper Qualcomm dives into the advantages that the Krait CPU architecture offers for CPU-based tasks as well as the power of the Adreno 4x series of GPUs that offer both raw performance and the flexibility to support current and future gaming APIs. All of this is done with single-digit wattage draw and a passive, fanless design and points to the huge undertaking that mobile gaming requires from an engineering and implementation perspective.

qcgaming3.jpg

For developers, the ability to target Snapdragon architectures with a single code path that can address a scalable product stack allows for the least amount of development time and the most return on investment possible. Qualcomm continues to support the development community with tools and assistance to bring out the peak performance of Krait and Adreno to get games running on lower power parts as well as the latest and upcoming generations of SoCs in flagship devices.

It is great to see Qualcomm focus on this aspect of the mobile market and the challenges presented by it require strong dedication from these engineering teams. Being able to create compelling gaming experiences with high quality imagery while maintaining the required power envelope is a task that many other company's have struggled with. 

Check out the new landing page over at Qualcomm if you are interested in more technical information as well as direct access to the white paper detailing the work Qualcomm is putting into its Snapdragon line of SoC for gamers.

Source: Qualcomm

Qualcomm Reveals New Flagship Snapdragon 808 and 810 64-Bit SoCs Coming In 2015

Subject: Mobile | April 8, 2014 - 07:47 PM |
Tagged: SoC, snapdragon, qualcomm, LTE, ARMv8, adreno, 64-bit

Qualcomm has announced two new flagship 64-bit SoCs with the Snapdragon 808 and Snapdragon 810. The new chips will begin sampling later this year and should start showing up in high end smartphones towards the second half of 2015. The new 800-series parts join the previously announced mid-range Snapdragon 610 and 615 which are also 64-bit ARMv8 parts.

The Snapdragon 810 is Qualcomm's new flagship processor. The chip features four ARM Cortex A57 cores and four Cortex A53 cores in a big.LITTLE configuration, an Adreno 430 GPU, and support for Category 6 LTE (up to 300 Mbps downloads) and LPDDR4 memory. This flagship part uses the 64-bit ARMv8 ISA. The new Adreno 430 GPU integrated in the SoC is reportedly 30% faster than the Adreno 420 GPU in the Snapdragon 805 processor.

Qualcomm Snapdragon SoC.jpg

In addition to the flagship part, Qualcomm is also releasing the Snapdragon 808 which pairs two Cortex A57 CPU cores and four Cortex A53 CPU cores in a big.LITTLE configuration with an Adreno 418 (approximately 20% faster than the popular Adreno 320) GPU. This chip supports LPDDR3 memory and Qualcomm's new Category 6 LTE modem.

Both the 808 and 810 have Adreno GPUs which support OpenGL ES 3.1. The new chips support a slew of wireless I/O including Categrory 6 LTE, 802.11ac Wi-Fi, Bluetooth 4.1, and NFC.

Qualcomm is reportedly planning to produce these SoCs on a 20nm process. For reference, the mid-range 64-bit Snapdragon 610 and 615 use a 28nm LP manufacturing process. The new 20nm process (presumably from TSMC) should enable improved battery life and clockspeed headroom on the flagship parts. Exactly how big the mentioned gains will be will depend on the specific manufacturing process, with smaller gains from a bulk/planar process shrink or greater improvements coming from more advanced methods such as FD-SOI if the new chip on a 20nm process is the same transistor count as one on a 28nm process (which is being used in existing chips).

The 808 and 810 parts are the new high-end 64-bit chips which will effectively supplant the 32-bit Snapdragon 805 which is a marginal update over the Snapdragon 800. The naming conventions and product lineups are getting a bit crazy here, but suffice it to say that the 808 and 810 are the effective successors to the 800 while the 805 is a stop-gap upgrade while Qualcomm moves to 64-bit ARMv8 and secures manufacturing for the new chips which should be slightly faster CPU-wise, notably faster GPU-wise and more capable with the faster cellular modem support and 64-bit ISA support.

For those wondering, the press release also states that the company is still working on development of its custom 64-bit Krait CPU architecture. However, it does not appear that 64-bit Krait will be ready by the first half of 2015, which is why Qualcomm has opted to use ARM's Cortex A57 and A53 cores in its upcoming flagship 808 and 810 SoCs.

Source: Qualcomm

Microsoft DirectX 12 Live Blog Recap

Subject: Graphics Cards | March 21, 2014 - 02:25 PM |
Tagged: dx12, DirectX, DirectX 12, GDC, gdc 14, nvidia, Intel, amd, qualcomm, live, live blog

We had some requests for a permanent spot for the live blog images and text from this week's GDC 14 DirectX 12 reveal.  Here it is included below!!

  Microsoft DirectX 12 Announcement Live Blog (03/20/2014) 
9:53
Ryan Shrout: 

Hi everyone!

 
 
Thursday March 20, 2014 9:53 Ryan Shrout
9:53
Ryan Shrout: 

We are just about ready to get started - people are filing in now.

 
 
Thursday March 20, 2014 9:53 Ryan Shrout
9:53
[Comment From GuestGuest: ] 

?video

 
 
Thursday March 20, 2014 9:53 Guest
9:53
Ryan Shrout: 

Sorry, no video for this. They wouldn't allow us to record or stream.

 
 
Thursday March 20, 2014 9:53 Ryan Shrout
9:55
[Comment From GuestGuest: ] 

kk, no worries

 
 
Thursday March 20, 2014 9:55 Guest
9:55
[Comment From GuestGuest: ] 

Pictures?

 
 
Thursday March 20, 2014 9:55 Guest
9:55
Ryan Shrout: 

Yup!

 
 
Thursday March 20, 2014 9:55 Ryan Shrout
9:59
Ryan Shrout: 

Just testing out photos. I promise the others will be more clear.

 
 
Thursday March 20, 2014 9:59 Ryan Shrout
9:59
Ryan Shrout
 
 
 
Thursday March 20, 2014 9:59 
10:00
[Comment From SebastianSebastian: ] 

Looks like it's a very small event

 
 
Thursday March 20, 2014 10:00 Sebastian
10:00
Ryan Shrout: 

The room is much smaller than it should be. Line was way too long for a room like this.

 
 
Thursday March 20, 2014 10:00 Ryan Shrout
10:01
Josh Walrath: 

that is a super small room for such an event. Especially considering the online demand for details!

 
 
Thursday March 20, 2014 10:01 Josh Walrath
10:02
Ryan Shrout
 
Qualcomm's Eric Demers, AMD's Raja Koduri, NVIDIA's Tony Tamasi.
 
 
Thursday March 20, 2014 10:02 
10:03
Ryan Shrout: 

And we are starting!

 
 
Thursday March 20, 2014 10:03 Ryan Shrout
10:03
Josh Walrath: 

Have those boys gotten their knives out yet. Are the press circling them and snapping their fingers?

 
 
Thursday March 20, 2014 10:03 Josh Walrath
10:03
Ryan Shrout: 

Going over a history of DX.

 
 
Thursday March 20, 2014 10:03 Ryan Shrout
10:03
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:03 
10:04
Ryan Shrout: 

Talking about the development process.

 
 
Thursday March 20, 2014 10:04 Ryan Shrout
10:04
Ryan Shrout: 

All partner base.

 
 
Thursday March 20, 2014 10:04 Ryan Shrout
10:04
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:04 
10:05
[Comment From GuestGuest: ] 

why cant I comment ?

 
 
Thursday March 20, 2014 10:05 Guest
10:05
Ryan Shrout: 

GPU performance is "embarrassing parallel" statement here.

 
 
Thursday March 20, 2014 10:05 Ryan Shrout
10:05
Scott Michaud: 

You can, we just need to publish them. And there's *a lot* of comments.

 
 
Thursday March 20, 2014 10:05 Scott Michaud
10:05
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:05 
10:05
Josh Walrath: 

We see everything, Peter.

 
 
Thursday March 20, 2014 10:05 Josh Walrath
10:05
Ryan Shrout: 

CPU performance has not improved at the same rate. This difference rate of increase is a big challenge for DX.

 
 
Thursday March 20, 2014 10:05 Ryan Shrout
10:06
Ryan Shrout: 

Third point has been a challenge, until now.

 
 
Thursday March 20, 2014 10:06 Ryan Shrout
10:07
Ryan Shrout: 

What do developers want? List similar to what AMD presented with Mantle.

 
 
Thursday March 20, 2014 10:07 Ryan Shrout
10:07
Ryan Shrout: 

DX12 "is no dot release"

 
 
Thursday March 20, 2014 10:07 Ryan Shrout
10:08
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:08 
10:08
Ryan Shrout: 

It faster, more direct. ha ha.

 
 
Thursday March 20, 2014 10:08 Ryan Shrout
10:08
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:08 
10:08
Ryan Shrout: 

Xbox One games will see improved performance. Coming to all MS platforms. PC, mobile too.

 
 
Thursday March 20, 2014 10:08 Ryan Shrout
10:08
Josh Walrath: 

Oh look, mobile!

 
 
Thursday March 20, 2014 10:08 Josh Walrath
10:09
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:09 
10:09
Ryan Shrout: 

New tools are a requirement.

 
 
Thursday March 20, 2014 10:09 Ryan Shrout
10:09
Josh Walrath: 

We finally have a MS answer to OpenGL ES.

 
 
Thursday March 20, 2014 10:09 Josh Walrath
10:09
Scott Michaud: 

Hmm, none of the four pictures in the bottom is a desktop or Laptop.

 
 
Thursday March 20, 2014 10:09 Scott Michaud
10:09
Ryan Shrout: 

D3D 12 is the first version to go much lower level.

 
 
Thursday March 20, 2014 10:09 Ryan Shrout
10:09
[Comment From GuestGuest: ] 

The last one is a desktop...

 
 
Thursday March 20, 2014 10:09 Guest
10:10
Scott Michaud: 

Huh, thought it was TV. My mistake.

 
 
Thursday March 20, 2014 10:10 Scott Michaud
10:10
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:10 
10:10
Ryan Shrout: 

Yeah, desktop PC is definitely on the list here guys.

 
 
Thursday March 20, 2014 10:10 Ryan Shrout
10:11
Ryan Shrout: 

Going to show us some prototypes.

 
 
Thursday March 20, 2014 10:11 Ryan Shrout
10:11
Ryan Shrout: 

Ported latest 3DMark.

 
 
Thursday March 20, 2014 10:11 Ryan Shrout
10:12
Ryan Shrout: 

In DX11, one core is doing most of the work.

 
 
Thursday March 20, 2014 10:12 Ryan Shrout
10:12
Ryan Shrout: 

on d3d12, overall CPU utilization is down 50%

 
 
Thursday March 20, 2014 10:12 Ryan Shrout
10:13
Ryan Shrout: 

Also, the workload is more spread out.

 
 
Thursday March 20, 2014 10:13 Ryan Shrout
10:13
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:13 
10:13
Ryan Shrout: 

Interesting data for you all!!

 
 
Thursday March 20, 2014 10:13 Ryan Shrout
10:13
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:13 
10:14
Ryan Shrout: 

Grouping entire pipeline state into state objects. These can be mapped very efficiently to GPU hardware.

 
 
Thursday March 20, 2014 10:14 Ryan Shrout
10:14
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:14 
10:15
Ryan Shrout: 

"Solved" multi-threaded scalability.

 
 
Thursday March 20, 2014 10:15 Ryan Shrout
10:15
Scott Michaud: 

Hmm, from ~8ms to ~4. That's an extra 4ms for the GPU to work. 20 GFLOPs for a GeForce Titan.

 
 
Thursday March 20, 2014 10:15 Scott Michaud
10:15
[Comment From JayJay: ] 

Multicore Scalability.... Seems like a big deal when you have 6-8 cores!

 
 
Thursday March 20, 2014 10:15 Jay
10:16
Josh Walrath: 

It is a big deal for the CPU guys.

 
 
Thursday March 20, 2014 10:16 Josh Walrath
10:16
Ryan Shrout: 

D3D12 allows apps to control graphics memory better.

 
 
Thursday March 20, 2014 10:16 Ryan Shrout
10:16
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:16 
10:17
Ryan Shrout: 

API is now much lower level. Application tracks pipeline status, not the API.

 
 
Thursday March 20, 2014 10:17 Ryan Shrout
10:17
[Comment From JimJim: ] 

20 GFlops from a Titan? Stock Titan gets around 5 ATM.

 
 
Thursday March 20, 2014 10:17 Jim
10:17
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:17 
10:18
Ryan Shrout: 

Less API and driver tracking universally. More more predictability.

 
 
Thursday March 20, 2014 10:18 Ryan Shrout
10:18
Ryan Shrout: 

This is targeted at the smartest developers, but gives you unprecedented performance.

 
 
Thursday March 20, 2014 10:18 Ryan Shrout
10:18
Ryan Shrout: 

Also planning to advance state of rendering features. Feature level 12.

 
 
Thursday March 20, 2014 10:18 Ryan Shrout
10:19
Scott Michaud: 

Titan gets around ~5 Teraflops, actually... if it is fully utilized. I'm saying that an extra 4ms is an extra 20 GFlops per frame.

 
 
Thursday March 20, 2014 10:19 Scott Michaud
10:19
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:19 
10:19
Josh Walrath: 

Titan is around 5 TFlops total, that 20 GFLOPS is potential performance in the time gained by optimizations.

 
 
Thursday March 20, 2014 10:19 Josh Walrath
10:19
Ryan Shrout: 

Better collision and culling

 
 
Thursday March 20, 2014 10:19 Ryan Shrout
10:19
Ryan Shrout: 

Constantly working with GPU vendors to find new ways to render.

 
 
Thursday March 20, 2014 10:19 Ryan Shrout
10:20
Ryan Shrout: 

Forza 5 on stage now. Strictly console developer.

 
 
Thursday March 20, 2014 10:20 Ryan Shrout
10:20
[Comment From Lewap PawelLewap Pawel: ] 

So 20GFLOPS per frame is 20x60 = 1200GFLOPS/sec? 20% improvement?

 
 
Thursday March 20, 2014 10:20 Lewap Pawel
10:21
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:21 
10:21
Scott Michaud: 

Not quite, because we don't know how many FPS we had originally.

 
 
Thursday March 20, 2014 10:21 Scott Michaud
10:21
Ryan Shrout: 

Talking about porting the game to D3D12

 
 
Thursday March 20, 2014 10:21 Ryan Shrout
10:22
Ryan Shrout: 

4 man-months effort to port core rendering engine.

 
 
Thursday March 20, 2014 10:22 Ryan Shrout
10:22
Ryan Shrout: 

Demo time!

 
 
Thursday March 20, 2014 10:22 Ryan Shrout
10:22
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:22 
10:22
Ryan Shrout: 

Rendering at static 60 FPS.

 
 
Thursday March 20, 2014 10:22 Ryan Shrout
10:23
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:23 
10:23
Ryan Shrout: 

Bundles allows for instancing but with variance.

 
 
Thursday March 20, 2014 10:23 Ryan Shrout
10:24
Ryan Shrout: 

Resource lifetime, track memory directly. No longer have D3D tracking that lifetime, much cheaper on resources.

 
 
Thursday March 20, 2014 10:24 Ryan Shrout
10:24
Ryan Shrout: 

"It's all up to us, and that's how we like it."

 
 
Thursday March 20, 2014 10:24 Ryan Shrout
10:24
Ryan Shrout: 

Does anyone else here worry that DX12 might leave out some smaller devs that can't go so low level?

 
 
Thursday March 20, 2014 10:24 Ryan Shrout
10:25
Josh Walrath: 

I would say that depends on the quality of tools that MS provides, as well as IHV support.

 
 
Thursday March 20, 2014 10:25 Josh Walrath
10:25
Scott Michaud: 

Not really, for me. The reason why they can go so much lower these days is because what is lower is more consistent.

 
 
Thursday March 20, 2014 10:25 Scott Michaud
10:26
Ryan Shrout: 

And now back to info. Will you have to buy new hardware? I would say no since they just showed Xbox One... lol

 
 
Thursday March 20, 2014 10:26 Ryan Shrout
10:26
[Comment From killeakkilleak: ] 

Small devs will use an Engine, not make their own.

 
 
Thursday March 20, 2014 10:26 killeak
10:26
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:26 
10:26
Ryan Shrout: 

On stage now is Raja Koduri from AMD.

 
 
Thursday March 20, 2014 10:26 Ryan Shrout
10:27
Scott Michaud: 

Not true at all, actually. Just look at Frictional (Amnesia). They made their own engine tailored for what their game needed.

 
 
Thursday March 20, 2014 10:27 Scott Michaud
10:27
Ryan Shrout: 

AMD has been working very closely with DX12. Heh.

 
 
Thursday March 20, 2014 10:27 Ryan Shrout
10:27
Josh Walrath: 

Shocking!

 
 
Thursday March 20, 2014 10:27 Josh Walrath
10:28
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:28 
10:28
Josh Walrath: 

Strike a pose!

 
 
Thursday March 20, 2014 10:28 Josh Walrath
10:28
Ryan Shrout: 

There is tension: AMD is trying to push hw forward, MS is trying to push their platform forward.

 
 
Thursday March 20, 2014 10:28 Ryan Shrout
10:28
Ryan Shrout: 

Very honest assessment of the current setup between AMD, NVIDIA, MS.

 
 
Thursday March 20, 2014 10:28 Ryan Shrout
10:28
[Comment From GuestGuest: ] 

Scott, with the recent changes with CryEngine, UE4 going subscription based more Indies might just go that route.

 
 
Thursday March 20, 2014 10:28 Guest
10:28
Ryan Shrout: 

DX12 is an area where they had the least tension in Raja's history in this field.

 
 
Thursday March 20, 2014 10:28 Ryan Shrout
10:29
Scott Michaud: 

Definitely. But that is not the same thing as saying that indies will not make their own engine.

 
 
Thursday March 20, 2014 10:29 Scott Michaud
10:29
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:29 
10:29
Ryan Shrout: 

Key is that current users get benefit with this API on day 1.

 
 
Thursday March 20, 2014 10:29 Ryan Shrout
10:29
Ryan Shrout: 

"Like getting 4 generations of hardware ahead."

 
 
Thursday March 20, 2014 10:29 Ryan Shrout
10:29
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:29 
10:31
Josh Walrath: 

That answers a few of the burning questions!

 
 
Thursday March 20, 2014 10:31 Josh Walrath
10:31
Ryan Shrout: 

Up now is Eric Mentzer from Intel.

 
 
Thursday March 20, 2014 10:31 Ryan Shrout
10:31
[Comment From KevKev: ] 

Thank you! Great news guys!

 
 
Thursday March 20, 2014 10:31 Kev
10:31
Scott Michaud: 

You're welcome! : D

 
 
Thursday March 20, 2014 10:31 Scott Michaud
10:32
[Comment From JimJim: ] 

OH, intel and AMD in the same room....

 
 
Thursday March 20, 2014 10:32 Jim
10:32
Scott Michaud: 

Intel, AMD, NVIDIA, and Qualcomm in the same room...

 
 
Thursday March 20, 2014 10:32 Scott Michaud
10:32
Ryan Shrout: 

Intel has made big change in graphics; put a lot more focus on it with tech and process tech.

 
 
Thursday March 20, 2014 10:32 Ryan Shrout
10:32
Josh Walrath: 

DX12 will enhance any modern graphics chip. Driver support from IHVs will be key to enable those features. This is a massive change in how DX addresses the GPU, rather than (so far) the GPU adding features.

 
 
Thursday March 20, 2014 10:32 Josh Walrath
10:32
[Comment From GuestGuest: ] 

so this means xbox one will get a performance boost?

 
 
Thursday March 20, 2014 10:32 Guest
10:32
Scott Michaud: 

Yes

 
 
Thursday March 20, 2014 10:32 Scott Michaud
10:33
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:33 
10:33
Scott Michaud: 

According to "Benefits of Direct3D 12 will extend to Xbox One", at least.

 
 
Thursday March 20, 2014 10:33 Scott Michaud
10:33
Ryan Shrout: 

Intel commits to having Haswell support DX12 at launch.

 
 
Thursday March 20, 2014 10:33 Ryan Shrout
10:34
Ryan Shrout: 

BTW - thanks to everyone for stopping by the live blog!! :)

 
 
Thursday March 20, 2014 10:34 Ryan Shrout
10:34
Josh Walrath: 

Just to reiterate... PS4 utilizes OpenGL, not DX. This change will not affect PS4. Changes to OpenGL will only improve PS4 performance.

 
 
Thursday March 20, 2014 10:34 Josh Walrath
10:34
Ryan Shrout: 

If you like this kind of stuff, check out our weekly podcast! http://pcper.com/podcast

 
 
Thursday March 20, 2014 10:34 Ryan Shrout
10:34
Ryan Shrout: 

No mention of actual DX12 launch time quite yet...

 
 
Thursday March 20, 2014 10:34 Ryan Shrout
10:34
[Comment From MagnarockMagnarock: ] 

Finish?

 
 
Thursday March 20, 2014 10:34 Magnarock
10:34
Ryan Shrout: 

And Intel is gone. Short and sweet.

 
 
Thursday March 20, 2014 10:34 Ryan Shrout
10:34
Scott Michaud: 

Still have NVIDIA and Qualcomm, at least.

 
 
Thursday March 20, 2014 10:34 Scott Michaud
10:35
Scott Michaud: 

So -- not finished.

 
 
Thursday March 20, 2014 10:35 Scott Michaud
10:35
Ryan Shrout: 

Up next is Tony Tamasi from NVIDIA.

 
 
Thursday March 20, 2014 10:35 Ryan Shrout
10:35
Ryan Shrout: 

NVIDIA has been working with MS since the inception of DX12. Still don't know when that is...

 
 
Thursday March 20, 2014 10:35 Ryan Shrout
10:35
[Comment From AlexAlex: ] 

PS4 doesn't use OpenGL, but custom APIs instead...

 
 
Thursday March 20, 2014 10:35 Alex
10:35
Scott Michaud: 

True, it's not actually OpenGL... but is heavily heavily based on OpenGL.

 
 
Thursday March 20, 2014 10:35 Scott Michaud
10:36
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:36 
10:36
Ryan Shrout: 

They think it should be done with standards so there is no fragmentation.

 
 
Thursday March 20, 2014 10:36 Ryan Shrout
10:36
Ryan Shrout: 

lulz.

 
 
Thursday March 20, 2014 10:36 Ryan Shrout
10:37
Scott Michaud: 

Because everything that ends in "x" is all about no fragmentation :p

 
 
Thursday March 20, 2014 10:37 Scott Michaud
10:37
Ryan Shrout: 

NVIDIA will support DX12 on Fermi, Kepler, Maxwell and forward!

 
 
Thursday March 20, 2014 10:37 Ryan Shrout
10:37
Ryan Shrout: 

For developers that want to get down deep and manage all of this, DX12 is going to be really exciting.

 
 
Thursday March 20, 2014 10:37 Ryan Shrout
10:38
Ryan Shrout: 

NVIDIA represents about 55% of the install base.

 
 
Thursday March 20, 2014 10:38 Ryan Shrout
10:38
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:38 
10:38
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:38 
10:39
Ryan Shrout: 

Developers already have DX12 drivers. The Forza demo was running on NVIDIA!!!

 
 
Thursday March 20, 2014 10:39 Ryan Shrout
10:39
Ryan Shrout: 

Holy crap, that wasn't on an Xbox One!!

 
 
Thursday March 20, 2014 10:39 Ryan Shrout
10:39
Scott Michaud: 

Fermi and forward... aligning well with the start of their compute-based architectures... using IEEE standards (etc). Makes perfect sense. Also might help explain why pre-Fermi is deprecated after GeForce 340 drivers...

 
 
Thursday March 20, 2014 10:39 Scott Michaud
10:40
Ryan Shrout: 

Support quote from Tim Sweeney.

 
 
Thursday March 20, 2014 10:40 Ryan Shrout
10:41
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:41 
10:41
[Comment From CrackolaCrackola: ] 

Any current NVIDIA cards DX12 ready? Titan, etc?

 
 
Thursday March 20, 2014 10:41 Crackola
10:41
Ryan Shrout: 

Up now is Eric Demers from Qualcomm.

 
 
Thursday March 20, 2014 10:41 Ryan Shrout
10:42
Scott Michaud: 

NVIDIA said Fermi, Kepler, and Maxwell will be DX12-ready. So like... almost everything since GeForce 400... almost.

 
 
Thursday March 20, 2014 10:42 Scott Michaud
10:42
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:42 
10:42
Ryan Shrout: 

Qualcomm has been working with MS on mobile graphics since there WAS mobile graphics.

 
 
Thursday March 20, 2014 10:42 Ryan Shrout
10:42
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:42 
10:42
Ryan Shrout: 

Most windows phones are powered by Snapdragon.

 
 
Thursday March 20, 2014 10:42 Ryan Shrout
10:42
Josh Walrath: 

We currently don't know what changes in Direct3D will be brought to the table, all we are seeing here is how they are changing the software stack to more efficiently use modern GPUs. This does not mean that all current DX11 hardware will fully support the DX12 specification when it comes to D3D, Direct Compute, etc.

 
 
Thursday March 20, 2014 10:42 Josh Walrath
10:43
Ryan Shrout: 

DX12 will improve power efficiency by reducing overhead.

 
 
Thursday March 20, 2014 10:43 Ryan Shrout
10:43
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:43 
10:44
Ryan Shrout: 

Perf will improve on mobile device as well, of course. But gaming for longer periods on battery life is biggest draw.

 
 
Thursday March 20, 2014 10:44 Ryan Shrout
10:45
Ryan Shrout: 

Portability - bringing titles from the PC to Xbox to mobile platform will be much easier.

 
 
Thursday March 20, 2014 10:45 Ryan Shrout
10:45
[Comment From David UyDavid Uy: ] 

I think all Geforce 400 series is Fermi. so - Geforce 400 and above.

 
 
Thursday March 20, 2014 10:45 David Uy
10:45
Scott Michaud: 

I think the GeForce 405 is the only exception...

 
 
Thursday March 20, 2014 10:45 Scott Michaud
10:45
Ryan Shrout: 

Off goes Eric.

 
 
Thursday March 20, 2014 10:45 Ryan Shrout
10:45
Ryan Shrout: 

MS back on stage.

 
 
Thursday March 20, 2014 10:45 Ryan Shrout
10:46
Ryan Shrout: 

And now a group picture lol.

 
 
Thursday March 20, 2014 10:46 Ryan Shrout
10:46
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:46 
10:47
Ryan Shrout: 

By the time they ship, 50% of all PC gamers will be DX12 capable.

 
 
Thursday March 20, 2014 10:47 Ryan Shrout
10:47
Ryan Shrout: 

Ouch, targeting Holiday 2015 games.

 
 
Thursday March 20, 2014 10:47 Ryan Shrout
10:48
Ryan Shrout: 

Early access coming later this year.

 
 
Thursday March 20, 2014 10:48 Ryan Shrout
10:48
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:48 
10:48
Josh Walrath: 

Yeah, this is a pretty big sea change.

 
 
Thursday March 20, 2014 10:48 Josh Walrath
10:48
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:48 
10:49
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:49 
10:49
Scott Michaud: 

50% of PC Gamers sounds like they're projecting NOT Windows 7.

 
 
Thursday March 20, 2014 10:49 Scott Michaud
10:49
Ryan Shrout: 

They are up for Q&A not sure how informative they will be...

 
 
Thursday March 20, 2014 10:49 Ryan Shrout
10:50
Josh Walrath: 

OS support? Extension changes to D3D/Direct Compute?

 
 
Thursday March 20, 2014 10:50 Josh Walrath
10:50
Ryan Shrout: 

Windows 7 support? Won't be announcing anything today but they understand the request.

 
 
Thursday March 20, 2014 10:50 Ryan Shrout
10:51
Ryan Shrout: 

Q: What about support for multi-GPU? They will have a way to target specific GPUs in a system.

 
 
Thursday March 20, 2014 10:51 Ryan Shrout
10:51
Ryan Shrout: 

This session is wrapping up for now!

 
 
Thursday March 20, 2014 10:51 Ryan Shrout
10:51
Ryan Shrout: 

Looks like we are light on details but we'll be catching more sessions today so check back on http://www.pcper.com/

 
 
Thursday March 20, 2014 10:51 Ryan Shrout
10:52
Scott Michaud: 

"a way to target specific GPUs in a system" this sounds like developers can program their own Crossfire/SLi methods, like OpenCL and Mantle.

 
 
Thursday March 20, 2014 10:52 Scott Michaud
10:52
Ryan Shrout: 

Also, again, if you want more commentary on DX12 and PC hardware, check out our weekly podcast! http://www.pcper.com/podcast!

 
 
Thursday March 20, 2014 10:52 Ryan Shrout
10:52
Ryan Shrout: 

Thanks everyone for joining us! We MIGHT live blog the other sessions today, so you can sign up for our mailing list to find out when we go live. http://www.pcper.com/subscribe

 
 
Thursday March 20, 2014 10:52 Ryan Shrout
10:57
Scott Michaud: 

Apparently NVIDIA's blog says DX12 discussion begun more than four years ago "with discussions about reducing resource overhead". They worked for a year to deliver "a working design and implementation of DX12 at GDC".

 
 
Thursday March 20, 2014 10:57 Scott Michaud
11:03
 

 
 
 

 

Microsoft, Along with AMD, Intel, NVIDIA, and Qualcomm, Will Announce DirectX 12 at GDC 2014

Subject: General Tech, Graphics Cards, Mobile, Shows and Expos | March 5, 2014 - 08:28 PM |
Tagged: qualcomm, nvidia, microsoft, Intel, gdc 14, GDC, DirectX 12, amd

The announcement of DirectX 12 has been given a date and time via a blog post on the Microsoft Developer Network (MSDN) blogs. On March 20th at 10:00am (I assume PDT), a few days into the 2014 Game Developers Conference in San Francisco, California, the upcoming specification should be detailed for attendees. Apparently, four GPU manufacturers will also be involved with the announcement: AMD, Intel, NVIDIA, and Qualcomm.

microsoft-dx12-gdc-announce.jpg

As we reported last week, DirectX 12 is expected to target increased hardware control and decreased CPU overhead for added performance in "cutting-edge 3D graphics" applications. Really, this is the best time for it. Graphics processors are mostly settled into highly-efficient co-processors of parallel data, with some specialized logic for geometry and video tasks. A new specification can relax the needs of video drivers and thus keep the GPU (or GPUs, in Mantle's case) loaded and utilized.

But, to me, the most interesting part of this announcement is the nod to Qualcomm. Microsoft values DirectX as leverage over other x86 and ARM-based operating systems. With Qualcomm, clearly Microsoft believes that either Windows RT or Windows Phone will benefit from the API's next version. While it will probably make PC gamers nervous, mobile platforms will benefit most from reducing CPU overhead, especially if it can be spread out over multiple cores.

Honestly, that is fine by me. As long as Microsoft returns to treating the PC as a first-class citizen, I do not mind them helping mobile, too. We will definitely keep you up to date as we know more.

Source: MSDN Blogs