Subject: Mobile | March 12, 2015 - 02:56 PM | Sebastian Peak
Until yesterday virtually all Chromebooks had two things in common: low-end specs and equally low prices. Most sell for around $200 and are available from virtually every manufacturer, and the relative success of these Google Chrome OS laptops in the post-netbook portable space has relied on price. Now Google has announced a new concept for a Chromebook: give it high-end specs and charge $999.
Is it reasonable to assume in 2015 that a user could be perfectly content using cloud storage and web-based apps to accomplish daily tasks? In many cases, yes. But asking $1k on the strength of better hardware is going to be a difficult sell for a Chromebook. The specs are impressive, beginning with a very high resolution 2560x1700 touchscreen, and like the new MacBook this is also sporting USB Type-C connectivity (with the same 5Gbps speed as the Apple implementation).
The pricing for this device continues a disturbing trend, coming just days after Apple's announcement of a Core M MacBook for $1299. In appearance the Pixel seems to borrow rather heavily from the MacBook Air design with a silver finish, glass trackpad, and backlit island-style black keyboard. If the build quality and screen are top notch then Google may have some justification for the price, but with the limitation of just 32GB of local storage (an additional 1TB cloud storage is offered at no cost for 3 years) and an OS that can only run applications from Google's Chrome store, the price does seem high.
Specs from Google below:
- 12.85" multi touch display, 2560 x 1700 (239 ppi), 400 nit brightness, 178° viewing angle
- Intel® Core™ i5 processor @ 2.2GHz, 8GB memory or Intel® Core™ i7 processor @ 2.4GHz, 16GB memory
- Intel® HD Graphics 5500, supports 4K video output over DisplayPort or HDMI with optional Type-C video adapter cable
- 32GB or 64GB of flash storage
Backlit keyboard, fully clickable etched-glass trackpad
- 720P HD wide angle camera with blue glass
- 2x USB Type-C (up to 5Gbps data, 4K display out with optional HDMI or DisplayPort™ adapter, 60W charging)
- 2x USB 3.0
- SD card reader
- Intel Dual Band Wireless-AC 7260 2x2, Bluetooth 4.0
- High power stereo speakers, built-in microphone, headphone/mic combo jack
- Universal Type-C USB Charger, 60W
- Up to 12 hours of battery life
- Dimensions: 11.7” x 8.8” x 0.6”, 3.3lbs
If you're ready for the $999 Chromebook experience the Pixel is available now from Google's online store.
Subject: Mobile | March 12, 2015 - 02:46 PM | Jeremy Hellstrom
Tagged: msi, gs30, gamingdock
The MSI GS30 Shadow is a high powered laptop with the first external GPU that you can actually buy. The GamingDock is indeed rather unattractive and hefty on the outside but it is what is on the inside that counts, a full GTX 980 with its own dedicated PSU. The external connection is a rear mounted PCIe slot which allows the 980 to run at the speeds you would expect it it were inside a desktop PC. The laptop itself has a Haswell i7-4870HQ, 16GB of DDR3-1600 and pair of Kingston 256GB M.2 SSDs in RAID 0, with the only internal graphics being the Iris Pro 5200 on the CPU. Kitguru has posted a review here, though it would be interesting another review featuring a head to head competition with the GTX980M.
"When we previewed the MSI GS30 Shadow and GamingDock at the end of 2014 we were blown away by the combination of Core i7-4870HQ CPU in the laptop and the desktop GTX 980 graphics card in the GamingDock. The concept of using an external dock to add proper gaming graphics to a thin and light laptop worked superbly well and we could hardly wait for the official release of the final package of hardware."
Here are some more Mobile articles from around the web:
- HP Spectre x360 @ The Inquirer
- Club3D SenseVision Adapters @ Kitguru
- FSP PB Runner 10400mAh Power Bank Review @ NikKTech
- Apple Watch vs Pebble Time Steel @ The Inquirer
- S6 vs S6 Edge @ The Inquirer
- KingSing T8 Smartphone Review @ Madshrimps
Introduction and Specifications
Had you asked me just a few years ago if 6-inch phones would not only be a viable option, but a dominant force in the mobile computing market, I would have likely rolled my eyes. At that time phones were small, tablets were big, and phablets were laughed at. Today, no one is laughing at the Galaxy Note 4, the latest iteration in Samsung’s created space of larger-than-you-probably-thought-you-wanted smartphones. Nearly all consumers are amazed by the size of the screen and the real estate this class of phone provides but some are instantly off put by the way the phone feels in the hand – it can come off as foreign, cumbersome, and unusable.
In my time with the new Galaxy Note 4 – my first extended-use experience with a phone of this magnitude – I have come to see the many positive traits that a larger phone can offer. There are some trade-offs of course, including the pocket/purse viability debate. One thing beyond question is that a large phone means a big screen. One that can display a large amount of data whether that be on a website or in a note-taking application. The extra screen real estate can instantly improve your productivity. To that end Samsung also provides a multi-tasking framework that lets you run multiple programs in a side-by-side view, similar to what the original version of Windows 8 did. It might seem unnecessary for an Android device, but as soon as you find the situation where you need it going back to a device without it can feel archaic.
A larger phone also means that there is more room for faster hardware, a larger camera sensor, and a bigger battery. Samsung even includes an active stylus called the S-Pen in the body of the device – something that few other modern tablets/phablets/phones feature.
Introduction and Design
Although the target market and design emphasis may be different, there is one thing consumer and business-grade laptops have in common: a drift away from processing power and toward portability and efficiency. At the risk of repeating our introduction for the massive MSI GT72 gaming notebook we reviewed last month, it seems that battery life, temperature, and power consumption get all the attention these days. And arguably, it makes sense for most people: it’s true that CPU performance gains have in years past greatly outstripped the improvements in battery life, and that likewise performance gains could be realized far more easily by upgrading storage device speed (such as by replacing conventional hard drives with solid-state drives) than by continuing to focus on raw CPU power and clock rates. As a result, we’ve seen many mobile CPU speeds plateauing or even dropping in exchange for a reduction in power consumption, while simultaneously cases have slimmed and battery life has jumped appreciably across the board.
But what if you’re one of the minority who actually appreciates and needs raw computing power? Fortunately, Lenovo’s ThinkPad W series still has you covered. This $1,500 workstation is the business equivalent of the consumer-grade gaming notebook. It’s one of the few designs where portability takes a backseat to raw power and ridiculous spec. Users shopping for a ThinkPad workstation aren’t looking to go unplugged all day long on an airplane tray table. They’re looking for power, reliability, and premium design, with function over form as a rule. And that’s precisely what they’ll get.
Beyond the fairly-typical (and very powerful) Intel Core i7-4800MQ CPU—often found in gaming PCs and workstations—and just 8 GB of DDR3-1600 MHz RAM (single-channel) is a 256 GB SSD and a unique feature to go along with the WQHD+ display panel: built-in X-Rite Pantone color sensor which can be used to calibrate the panel simply by closing the lid when prompted. How well this functions is another topic entirely, but at the very least, it’s a novel idea.
Subject: Graphics Cards, Mobile, Shows and Expos | March 7, 2015 - 07:00 AM | Scott Michaud
Tagged: vulkan, PowerVR, Khronos, Imagination Technologies, gdc 15, GDC
Possibly the most important feature of upcoming graphics APIs, albeit the least interesting for enthusiasts, is how much easier driver development will become. So many decisions and tasks that once laid on the shoulders of AMD, Intel, NVIDIA, and the rest will now be given to game developers or made obsolete. Of course, you might think that game developers would oppose this burden, but (from what I understand) it is a weight they already bear, just when dealing with the symptoms instead of the root problem.
This also helps other hardware vendors become competitive. Imagination Technologies is definitely not new to the field. Their graphics powers the PlayStation Vita, many earlier Intel graphics processors, and the last couple of iPhones. Despite how abrupt the API came about, they have a proof of concept driver that was present at GDC. The unfinished driver was running an OpenGL ES 3.0 demo that was converted to the Vulkan API.
A screenshot of the CPU usage was also provided, which is admittedly heavily cropped and hard to read. The one on the left claims 1.2% CPU load, with a fairly flat curve, while the one on the right claims 5% and seems to waggle more. Granted, the wobble could be partially explained by differences in the time they chose to profile.
According to Tom's Hardware, source code will be released “in the near future”.
Finally, a SHIELD Console
NVIDIA is filling out the family of the SHIELD brand today with the announcement of SHIELD, a set-top box powered by the Tegra X1 processor. SHIELD will run Android TV and act as a game playing, multimedia watching, GRID streaming device. Selling for $199 and available in May of this year, there is a lot to discuss.
Odd naming scheme aside, the SHIELD looks to be an impressive little device, sitting on your home theater or desk and bringing a ton of connectivity and performance to your TV. Running Android TV means the SHIELD will have access to the entire library of Google Play media including music, movies and apps. SHIELD supports 4K video playback at 60 Hz thanks to an HDMI 2.0 connection and fully supports H.265/HEVC decode thanks to Tegra X1 processor.
Here is a full breakdown of the device's specifications.
|NVIDIA SHIELD Specifications|
|Processor||NVIDIA® Tegra® X1 processor with 256-core Maxwell™ GPU with 3GB RAM|
|Video Features||4K Ultra-HD Ready with 4K playback and capture up to 60 fps (VP9, H265, H264)|
|Audio||7.1 and 5.1 surround sound pass through over HDMI
High-resolution audio playback up to 24-bit/192kHz over HDMI and USB
High-resolution audio upsample to 24-bit/192hHz over USB
|Wireless||802.11ac 2x2 MIMO 2.4 GHz and 5 GHz Wi-Fi
Two USB 3.0 (Type A)
MicroSD slot (supports 128GB cards)
IR Receiver (compatible with Logitech Harmony)
|Gaming Features||NVIDIA GRID™ streaming service
|SW Updates||SHIELD software upgrades directly from NVIDIA|
|Power||40W power adapter|
|Weight and Size||Weight: 23oz / 654g
Height: 5.1in / 130mm
Width: 8.3in / 210mm
Depth: 1.0in / 25mm
|OS||Android TV™, Google Cast™ Ready|
|In the box||NVIDIA SHIELD
NVIDIA SHIELD controller
HDMI cable (High Speed), USB cable (Micro-USB to USB)
Power adapter (Includes plugs for North America, Europe, UK)
|Requirements||TV with HDMI input, Internet access|
|Options||SHIELD controller, SHIELD remove, SHIELD stand|
Obviously the most important feature is the Tegra X1 SoC, built on an 8-core 64-bit ARM processor and a 256 CUDA Core Maxwell architecture GPU. This gives the SHIELD set-top more performance than basically any other mobile part on the market, and demos showing Doom 3 and Crysis 3 running natively on the hardware drive the point home. With integrated HEVC decode support the console is the first Android TV device to offer the support for 4K video content at 60 FPS.
Even though storage is only coming in at 16GB, the inclusion of an MicroSD card slot enabled expansion to as much as 128GB more for content and local games.
The first choice for networking will be the Gigabit Ethernet port, but the 2x2 dual-band 802.11ac wireless controller means that even those of us that don't have hardwired Internet going to our TV will be able to utilize all the performance and features of SHIELD.
Subject: Graphics Cards, Mobile | March 3, 2015 - 10:43 PM | Ryan Shrout
Tagged: Tegra X1, tegra, nvidia, gdc 15, GDC, Doom 3, Crysis 3
Impressively, NVIDIA just showed the new SHIELD powered by Tegra X1 running a version of both Doom 3 and Crysis 3 running natively on Android! The games were running at impressive quality and performance levels.
I have included some videos of these games being played on the SHIELD, but don't judge the visual quality of the game with these videos. They were recorded with a Panasonic GH2 off a 4K TV in a dimly lit room.
Doom 3 is quoted to run at full 1920x1080 and 60 FPS while Crysis 3 is much earlier in its development. Both games looked amazing considering we are talking about a system that has a total power draw of only 15 watts!
While these are just examples of the power that Tegra X1 can offer, it's important to note that this type of application is the exception, not the rule, for Android gaming. Just as we see with Half-Life 2 and Portal NVIDIA did most of the leg work to get this version of Doom 3 up and running. Crysis 3 is more of an effort from Crytek explicitly - hopefully this port is as gorgeous as this first look played.
Subject: General Tech, Mobile | March 3, 2015 - 10:21 PM | Ryan Shrout
Tagged: Tegra X1, tegra, shield, gdc 15, GDC, android tv
NVIDIA just announced a new member of its family of hardware devices: SHIELD. Just SHIELD. Powered by NVIDIA's latest 8-core, Maxwell GPU Tegra X1 SoC, SHIELD will run Android TV and act as a game playing, multimedia watching, GRID streaming set-top box.
Odd naming scheme aside, the SHIELD looks to be an impressive little device, sitting on your home theater or desk, bringing a ton of connectivity and performance to your TV. Running Android TV means the SHIELD will have access to the entire library of Google Play media including music, movie and apps. SHIELD supports 4K video playback at 60 Hz thanks to an HDMI 2.0 connection and fully supports H.265/HEVC decode thanks to Tegra X1 processor.
Speaking of the Tegra X1, the SHIELD will include the power of 256 Maxwell architecture CUDA cores and will easily provide the best Android gaming performance of any tablet or set-top box on the market. This means gaming, and lots of it, will be possible on SHIELD. Remember our many discussions about Tegra-specific gaming ports from the past? That trend will continue and more developers are realizing the power that NVIDIA is putting into this tiny chip.
In the box you'll get the SHIELD set-top unit and a SHIELD Controller, the same released with the SHIELD Tablet last year. A smaller remote controller that looks similar to the one used with the Kindle Fire TV will cost a little extra as will the stand that sets the SHIELD upright.
Pricing on the new SHIELD set-top will be $199, shipping in May.
Subject: Graphics Cards, Mobile | March 3, 2015 - 12:00 PM | Ryan Shrout
Tagged: Unity, lighting, global illumination, geomerics, GDC, arm
Back in 2013 ARM picked up a company called Geomerics, responsible for one the industry’s most advanced dynamic lighting engines used in games ranging from mobile to console to PC. Called Enlighten, it is the lighting engine in many major games in a variety of markets. Battlefield 3 uses it, Need for Speed: The Run does as well, The Bureau: XCOM Declassified and Quantum Conundrum mark another pair of major games that depend on Geomerics technology.
Great, but what does that have to do with ARM and why would the company be interested in investing in software that works with such a wide array of markets, most of which are not dominated by ARM processors? There are two answers, the first of which is directional: ARM is using the minds and creative talent behind Geomerics to help point the Cortex and Mali teams in the correct direction for CPU and GPU architecture development. By designing hardware to better address the advanced software and lighting systems Geomerics builds then Cortex and Mali will have some semblance of an advantage in specific gaming titles as well as a potential “general purpose” advantage. NVIDIA employs hundreds of gaming and software developers for this exact reason: what better way to make sure you are always at the forefront of the gaming ecosystem than getting high-level gaming programmers to point you to that edge? Qualcomm also recently (back in 2012) started employing game and engine developers in-house with the same goals.
ARM also believes it will be beneficial to bring publishers, developers and middleware partners to the ARM ecosystem through deployment of the Enlighten engine. It would be feasible to think console vendors like Microsoft and Sony would be more willing to integrate ARM SoCs (rather than the x86 used in the PS4 and Xbox One) when shown the technical capabilities brought forward by technologies like Geomerics Enlighten.
It’s best to think of the Geomerics acquisition of a kind of insurance program for ARM, making sure both its hardware and software roadmaps are in line with industry goals and directives.
At GDC 2015 Geomerics is announcing the release of the Enlighten 3 engine, a new version that brings cinematic-quality real-time global illumination to market. Some of the biggest new features include additional accuracy on indirect lighting, color separated directional output (enables individual RGB calculations), better light map baking for higher quality output, and richer material properties to support transparency and occlusion.
All of this technology will be showcased in a new Subway demo that includes real-time global illumination simulation, dynamic transparency and destructible environments.
Geomerics Enlighten 3 Subway Demo
Enlighten 3 will also ship with Forge, a new lighting editor and pipeline tool for content creators looking to streamline the building process. Forge will allow import functionality from Autodesk 3ds Max and Maya applications making inter-operability easier. Forge uses a technology called YEBIS 3 to show estimated final quality without the time consuming final-build processing time.
Finally, maybe the biggest news for ARM and Geomerics is that the Unity 5 game engine will be using Enlighten as its default lighting engine, giving ARM/Mali a potential advantage for gaming experiences in the near term. Of course Enlighten is available as an option for Unreal Engine 3 and 4 for developers using that engine in mobile, console and desktop projects as well as in an SDK form for custom integrations.
Who Should Care? Thankfully, Many People
The Khronos Group has made three announcements today: Vulkan (their competitor to DirectX 12), OpenCL 2.1, and SPIR-V. Because there is actually significant overlap, we will discuss them in a single post rather than splitting them up. Each has a role in the overall goal to access and utilize graphics and compute devices.
Before we get into what everything is and does, let's give you a little tease to keep you reading. First, Khronos designs their technologies to be self-reliant. As such, while there will be some minimum hardware requirements, the OS pretty much just needs to have a driver model. Vulkan will not be limited to Windows 10 and similar operating systems. If a graphics vendor wants to go through the trouble, which is a gigantic if, Vulkan can be shimmed into Windows 8.x, Windows 7, possibly Windows Vista despite its quirks, and maybe even Windows XP. The words “and beyond” came up after Windows XP, but don't hold your breath for Windows ME or anything. Again, the further back in Windows versions you get, the larger the “if” becomes but at least the API will not have any “artificial limitations”.
Outside of Windows, the Khronos Group is the dominant API curator. Expect Vulkan on Linux, Mac, mobile operating systems, embedded operating systems, and probably a few toasters somewhere.
On that topic: there will not be a “Vulkan ES”. Vulkan is Vulkan, and it will run on desktop, mobile, VR, consoles that are open enough, and even cars and robotics. From a hardware side, the API requires a minimum of OpenGL ES 3.1 support. This is fairly high-end for mobile GPUs, but it is the first mobile spec to require compute shaders, which are an essential component of Vulkan. The presenter did not state a minimum hardware requirement for desktop GPUs, but he treated it like a non-issue. Graphics vendors will need to be the ones making the announcements in the end, though.