Subject: Processors, Mobile | January 5, 2014 - 11:43 PM | Ryan Shrout
Tagged: tegra k1, tegra, SoC, nvidia, kepler, CES 2014, CES
Update: Check out our more in-depth analysis of the Tegra K1 processor from NVIDIA.
Today during its CES 2014 press conference, NVIDIA announced the Tegra K1 SoC as the successor to the Tegra 4 processor. This new ARM-based part includes 192 Kepler-based CUDA cores, sharing the same GPU architecture as the current GeForce GTX 700-series discrete graphics cards.
NVIDIA also announced the Epic has Unreal Engine 4 up and running on the Tegra K1, bringing an entirely new class of games to mobile Android devices. We got to see some demonstrations from NVIDIA running on the K1 and I must admit the visuals were stunning. Frame rates did get a bit choppy during the subway demo of UE4 but it's still early.
As an added surprise, NVIDIA is announcing a version of Tegra K1 that ships with the same quad-core A15 (4+1) design as the Tegra 4 BUT ALSO have a version that uses two NVIDIA Denver CPU cores!! Denver is NVIDIA's custom CPU design based on the ARMv8 architecture, adding 64-bit support to another ARM partner's portfolio.
Tegra K1 is offered in two pin-to-pin compatible versions - a 32-bit quad-core (4-Plus-1 ARM Cortex-A15 CPU) and a custom, NVIDIA-designed 64-bit dual Super Core CPU. This CPU (codenamed “Project Denver”) delivers very high single-thread and multi-thread performance. Both versions deliver stunning graphics and visual computing capabilities powered by the 192-core NVIDIA Kepler GPU.
NVIDIA has only had Denver back for a few days from the fab but there able to showcase it running Android. It's been a long time since the initial announcement of this project and its great to finally see a result.
Tegra K1 with quad-core A15 processor
We'll have an in-depth story on the Tegra K1 on Monday morning, 6am PST right here on PC Perspective so check back then!!
Follow all of our coverage of the show at http://pcper.com/ces!
NVIDIA Tegra Note Program
Clearly, NVIDIA’s Tegra line has not been as successful as the company had hoped and expected. The move for the discrete GPU giant into the highly competitive world of the tablet and phone SoCs has been slower than expected, and littered with roadblocks that were either unexpected or that NVIDIA thought would be much easier to overcome.
The truth is that this was always a long play for the company; success was never going to be overnight and anyone that thought that was likely or possible was deluded. Part of it has to do with the development cycle of the ARM ecosystem. NVIDIA is used to a rather quick development, production, marketing and sales pattern thanks to its time in high performance GPUs, but the SoC world is quite different. By the time a device based on a Tegra chip is found in the retail channel it had to go through an OEM development cycle, NVIDIA SoC development cycle and even an ARM Cortex CPU development cycle. The result is an extended time frame from initial product announcement to retail availability.
Partly due to this, and partly due to limited design wins in the mobile markets, NVIDIA has started to develop internal-designed end-user devices that utilize its Tegra SoC processors. This has the benefit of being much faster to market – while most SoC vendors develop reference platforms during the normal course of business, NVIDIA is essentially going to perfect and productize them.
Subject: Mobile | September 18, 2013 - 12:04 PM | Ryan Shrout
Tagged: tegra note, tegra 4, tegra, tablet, pny, nvidia, evga
Over the past couple of months there have been several leaks about a potential NVIDIA-branded tablet based on the Tegra 4 SoC. Most speculated that NVIDIA had decided to enter into the hardware market directly with a "Tegra Tab" in a similar vein to the release of NVIDIA SHIELD. As it turns out though NVIDIA has created a platform for which other companies can rebrand and resell an Android tablet.
According to NVIDIA, the Tegra Note platform will enable partners to bring 7-in tablets to market packed with the feature set NVIDIA has been promising since the launch of the Tegra 4 SoC. Those include stylus support, high quality audio, HDR camera capabilities and 100% native Android operating systems.
Maybe more interesting are the partners that NVIDIA is teaming with for this launch. While companies like ASUS have already done the development work to prepare various size tablets based on Tegra chips in the past, NVIDIA is going to introduce a couple of its graphics cards partners to the mobility ecosystem: EVGA and PNY in North America.
While we have questions about the capability for either of these companies to truly support a tabletin today's market but the truth is likely that NVIDIA is handling most if not all of the logistics on this project. What is not in question is the potential for high value: these tablets will start with a suggested retail price of $199.
We already know most of the technical details about the Tegra 4 SoC including the 4+1 Cortex A15 CPU cores and the 72-core GPU. NVIDIA claims they will get 10 hours of video playback with this platform but I would like to get data on the weight and battery size before calling that a win. The display resolution is a bit lower than other competing high-end options in the market today but the sub-$200 price point does mean there had to be some corners cut.
UPDATE: I asked NVIDIA for more information on the size, weight and battery capacity and got a quick answer. The battery capacity is 4100 mAh and the entire device weighs 320g. Compared to the Google Nexus 7, the current strongest 7-in tablet in my opinion, that is a 4% larger battery (vs 3950 mAh) and 10% heavier device (vs 290g). The Tegra Note reference is also a bit thicker at 9.6mm compared to the 8.65mm of the Nexus 7.
There are more details on the official NVIDIA blog post making the announcement this morning including direct OTA Android updates so check that out if you think you might be interested in one of these tablets in the coming months!
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.
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
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.
Subject: General Tech, Graphics Cards, Mobile, Shows and Expos | July 24, 2013 - 05:15 PM | Scott Michaud
Tagged: Siggraph, kepler, mobile, tegra, nvidia, unreal engine 4
SIGGRAPH 2013 is wrapping up in the next couple of days but, now that NVIDIA removed the veil surrounding Mobile Kepler, people are chatting about what is to follow Tegra 4. Tim Sweeney, founder of Epic Games, contributed to NVIDIA Blogs the number of ways that certain attendees can experience Unreal Engine 4 at the show. As it turns out, NVIDIA engineers have displayed the engine both on Mobile Kepler as well as behind closed doors on desktop PCs.
Not from SIGGRAPH, this is a leak from, I believe, GTC late last March.
Also, this is Battlefield 3, not Unreal Engine 4.
Tim, obviously taking the developer standpoint, is very excited about OpenGL 4.3 support within the mobile GPU. In all, he did not say too much of note. They are targeting Unreal Engine 4 at a broad range of platforms: mobile, desktop, console, and, while absent from this editorial, web standards. Each of these platforms are settling on the same set of features, albeit with huge gaps in performance, allowing developers to focus on a scale of performance instead of a flowchart of capabilities.
Unfortunately for us, there have yet to be leaks from the trade show. We will keep you up-to-date if we find any, however.
A necessary gesture
NVIDIA views the gaming landscape as a constantly shifting medium that starts with the PC. But the company also sees mobile gaming, cloud gaming and even console gaming as part of the overall ecosystem. But that is all tied together by an investment in content – the game developers and game publishers that make the games that we play on PCs, tablets, phones and consoles.
The slide above shows NVIDIA targeting for each segment – expect for consoles obviously. NVIDIA GRID will address the cloud gaming infrastructure, GeForce and the GeForce Experience will continue with the PC systems and NVIDIA SHIELD and the Tegra SoC will get the focus for the mobile and tablet spaces. I find it interesting that NVIDIA has specifically called out Steam under the PC – maybe a hint of the future for the upcoming Steam Box?
The primary point of focus for today’s press meeting was to talk about the commitment that NVIDIA has to the gaming world and to developers. AMD has been talking up their 4-point attack on gaming that starts really with the dominance in the console markets. But NVIDIA has been the leader in the PC world for many years and doesn’t see that changing.
With several global testing facilities, the most impressive of which exists in Russia, NVIDIA tests more games, more hardware and more settings combinations than you can possibly imagine. They tune drivers and find optimal playing settings for more than 100 games that are now wrapped up into the GeForce Experience software. They write tools for developers to find software bottlenecks and test for game streaming latency (with the upcoming SHIELD). They invest more in those areas than any other hardware vendor.
This is a list of technologies that NVIDIA claims they invented or developed – an impressive list that includes things like programmable shaders, GPU compute, Boost technology and more.
Many of these turned out to be very important in the development and advancement of gaming – not for PCs but for ALL gaming.
Subject: General Tech, Mobile | May 14, 2013 - 09:06 AM | Ryan Shrout
Tagged: tegra 4, tegra, shield, project shield, nvidia
Solid information about the NVIDIA Shield (no longer called Project Shield) is finally becoming available with a blog post written up today on NVIDIA's website. The company will begin accepting pre-orders from users that have previously signed up for the Shield mailing list while the rest of you will have to wait until May 20th to plop down your money.
The cost? $349. Newegg, Gamestop, Micro Center and Canada Computer will carry it.
If you want to sign up for official June release schedule of the Tegra 4 powered mobile Android gaming device, you'll have to head over to shield.nvidia.com.
NVIDIA does point out in the blog that the PC game streaming feature that I truly believe is the one thing that makes Shield a compelling gaming device, will be launching as BETA feature.
And GeForce game streaming, launching as a beta feature, will give SHIELD the power to access your NVIDIA GeForce GTX GPU-powered computer from the comfort of your couch. We’re working on streaming your favorite PC games to SHIELD, including great titles from Steam.
High level features of the device, for those of you that are unaware, include:
- Tegra 4 – The world’s fastest mobile processor delivers rich graphics and unbeatable performance thanks to 72 GPU cores, four CPU cores and 2GB of RAM
- Console-grade controller – Precise control thanks to dual analog joysticks, a full-sized D-Pad, left and right analog triggers, full-sized bumpers and A/B/X/Y buttons
- Multi-touch display – 5-inch, 720p retinal multi-touch display for high-fidelity visuals
- Integrated speakers – Custom, bass reflex, tuned port audio system – we think this is SHIELD’s sleeper feature
- Wi-Fi – 802.11n 2X2 MIMO game-speed Wi-Fi for seamless game streaming
- Pure Android – Latest Android Jelly Bean operating system from Google, for access to Android games and apps
- There’s more – We put into SHIELD everything we would want in a premium mobile gaming device: 16 GB memory, GPS, Bluetooth 3.0, a mini-HDMI output, micro-USB 2.0, a microSD storage slot, a 3.5-mm stereo headphone jack. See the full spec sheet, here.
We took a look at the NVIDIA Shield device at CES this year and posted a video of our experiences, so check it out below.
NVIDIA has also posted a separate blog that talks about some of the upcoming Android games that will highlight the power of the Tegra 4 mobile processor including Broken Age and Costume Quest from Double Fine, Chuck's Challenge from Niffler and more.
I think many people at NVIDIA as well as in the media are very curious to see what the reaction of Shield will actully be upon its release. I am very excited to test it out in real-world, long term usage models but I definitely have doubts about the market's desire for another mobile gaming platform.
Leave me your thoughts in the comments below!!
Subject: Mobile | May 10, 2013 - 03:28 PM | Ryan Shrout
Tagged: tegra 4, tegra, shield, project shield, nvidia
After the initial announcement at CES in January, NVIDIA has been trying hard to keep excitement and interest about Project Shield going. The upcoming Tegra 4-powered mobile Android-based gaming machine will be launched sometime in the summer; both Computex and E3 would make perfect timing.
NVIDIA passed us a photo of the mold for the casing of Project Shield and though you don't really get any awesome new information out of it, I thought I would share.
The photo you see below shows the production mold that's used to craft the ergonomic casing that houses Project SHIELD's high-powered components: Tegra 4, 5-inch 720p HD retinal touchscreen, Stereo Bass Reflex Speakers, WiFi, accelerometer, gyro, a massive battery, and more.
To create the casing, we inject a polycarbonate material into the RHCM (Rapid Heat Cycle Molding) tool at 10,800 PSI and 300 degrees Celsius. We use a polycarbonate mixture comprised of 90% Sabic 500ECR-739 PC and 10% glass. This material and injection molding process ensures a sturdy yet lightweight casing that will deliver hours of gaming with no fatigue.
In case you are behind on what Project Shield is, you should check out the hands-on video we made during our time with the device last January.
What do you think...are you excited about the launch of this device? Do any of its features really make you want to buy it once available?
Subject: General Tech | April 24, 2013 - 01:38 PM | Jeremy Hellstrom
Tagged: Steve Scott, nvidia, HPC, tesla, logan, tegra
The Register had a chance to sit down with Steve Scott, once CTO of Cray and now CTO of NVIDIA's Tesla projects to discuss the future of their add-in cards as well as that of x86 in the server room. They discussed Tegra and why it is not receiving the same amount of attention at NVIDIA as Tegra is, as well as some of the fundamental differences in the chips both currently and going forward. NVIDIA plans to unite GPU and CPU onto both families of chips, likely with a custom interface as opposed to placing them on the same die, though both will continue to be designed for very different functions. A lot of the article focuses on Tegra, its memory bandwidth and most importantly its networking capabilities as it seems NVIDIA is focused on the server room and providing hundreds or thousands of interconnected Tegra processors to compete directly with x86 offerings. Read on for the full interview.
"Jen-Hsun Huang, co-founder and CEO of Nvidia has been perfectly honest about the fact that the graphics chip maker didn't intend to get into the supercomputing business. Rather, it was founded by a bunch of gamers who wanted better graphics cards to play 3D games. Fast forward two decades, though, and the Nvidia Tesla GPU coprocessor and the CUDA programming environment have taken the supercomputer world by storm."
Here is some more Tech News from around the web:
- AMD pins future growth to embedded marketplace @ The Register
- AMD announces new embedded G-series SoC @ DigiTimes
- TSMC captures almost 50 percent of foundry market thanks to 28nm demand @ The Inquirer
- $45 BeagleBone Black Keeps Eyes on the Pi's @ Linux.com
- BlackBerry OS 10.1 leaks its secret goo over all the web @ The Register
- Samsung MV900F Wi-Fi 16.3MP Digital Camera Review @ ModSynergy
- i’m Watch: A Smartwatch Review @ TechwareLabs
Subject: General Tech | March 28, 2013 - 12:54 AM | Tim Verry
Tagged: webgl 1.0.2, webgl, web browser, tegra, programming
The Khronos Group recently announced that the WebGL 1.0.1 specification is compliant across mobile and desktop systems on a number of platforms. Chrome 25 and Firefox 19 support WebGL 1.0.1 on Windows, Mac, and Linux operating systems. Further, mobile devices with Tegra SoCs can tap into WebGL using a WebGL-enhanced Android browser.
Additionally, the WebGL 1.0.2 specification and its extensions have been submitted for ratification, and is expected to be formally released in April. According to the press release, the following features are being rolled into the WebGL 1.0.2 specification:
- "adds many clarifications for specification behavioral precision
- mandates support for certain combinations of framebuffer formats, to ease developer adoption;
- clarifies interactions with the encompassing HTML5 platform, including the browser compositor and high-DPI displays;
- dramatically increases the number of conformance tests to roughly 21,000 to improve both the breadth and depth of test coverage - thanks principally to work by Gregg Tavares at Google and the OpenGL ES working group."
Khronos President and NVIDIA Vice President of Mobile Content Neil Trevett stated that "The close cooperation between browser and silicon vendors to ensure the GPU is being reliably and securely exposed to the Web is ongoing proof that Khronos is a highly productive forum to evolve this vital Web standard." Meanwhile, WebGL Working group chair Ken Russell indicated that WebGL 1.0.2 is "a major milestone in bringing the power of the GPU to the Web.”
Although there are security concerns to consider, WebGL does open up some interesting opportunities for new web services. The full press release can be found here.