Business Model Based on Partnerships
|Alexandru Voica works for Imagination Technologies. His background includes research in computer graphics at the School of Advanced Studies Sant'Anna in Pisa and a brief stint as a CPU engineer, working on several high-profile 32-bit processors used in many mobile and embedded devices today. You can follow Alex on Twitter @alexvoica.|
Some months ago my colleague Rys Sommefeldt wrote an article offering his (deeply) technical perspective on how a chip gets made, from R&D to manufacturing. While his bildungsroman production covers a lot of the engineering details behind silicon production, it is light on the business side of things; and that is a good thing because it gives me opportunity to steal some of his spotlight!
This article will give you a breakdown of the IP licensing model, describing the major players and the relationships between them. It is not designed to be a complete guide by any means and some parts might already sound familiar, but I hope it is a comprehensive overview that can be used by anyone who is new to product manufacturing in general.
The diagram below offers an analysis of the main categories of companies involved in the semiconductor food chain. Although I’m going to attempt to paint a broad picture, I will mainly offer examples based on the ecosystem formed around Imagination (since that is what I know best).
A simplified view of the manufacturing chain
Let’s work our way from left to right.
Traditionally, these are the companies that design and sell silicon IP. ARM and Imagination Technologies are perhaps the most renowned for their sub-brands: Cortex CPU + Mali GPU and MIPS CPU + PowerVR GPU, respectively.
Given the rapid evolution of the semiconductor market, such companies continue to evolve their business models beyond point solutions to become one-stop shops that offer more than for a wide variety of IP cores and platforms, comprising CPUs, graphics, video, connectivity, cloud software and more.
Subject: General Tech | March 17, 2015 - 01:18 PM | Jeremy Hellstrom
Tagged: hsa foundation, hsa, amd, arm, Samsung, Imagination Technologies, HSAIL
We have been talking about the HSA foundation since 2013, a cooperative effort by AMD, ARM, Imagination, Samsung, Qualcomm, MediaTek and TI to design a heterogeneous memory architecture to allow GPUs, DSPs and CPUs to all directly access the same physical memory. The release of the official specifications today are a huge step forward for these companies, especially for garnering future mobile market share as physical hardware apart from Carrizo becomes available.
Programmers will be able to use C, C++, Fortran, Java, and Python to write HSA-compliant code which is then compiled into HSAIL (Heterogeneous System Architecture Intermediate Language) and from there to the actual binary executables which will run on your devices. HSA currently supports x86 and x64 and there are Linux kernel patches available for those who develop on that OS. Intel and NVIDIA are not involved in this project at all, they have chosen their own solutions for mobile devices and while Intel certainly has pockets deep enough to experiment NVIDIA might not. We shall soon see if Pascal and improvements Maxwell's performance and efficiency through future generations can compete with the benefits of HSA.
The current problem is of course hardware, Bald Eagle and Carrizo are scheduled to arrive on the market soon but currently they are not available. Sea Islands GPUs and Kaveri have some HSA enhancements but with limited hardware to work with it will be hard to convince developers to focus on programming HSA optimized applications. The release of the official specs today is a great first step; if you prefer an overview to reading through the official documents The Register has a good article right here.
"The HSA Foundation today officially published version 1.0 of its Heterogeneous System Architecture specification, which (if we were being flippant) describes how GPUs, DSPs and CPUs can share the same physical memory and pass pointers between each other. (A provisional 1.0 version went live in August 2014.)"
Here is some more Tech News from around the web:
- Droidberry dangles: Why the BlackBerry-Samsung alliance is big potatoes @ The Register
- BlackBerry: FREAK SSL bug affects BES, BBM and BlackBerry smartphones @ The Inquirer
- Apple will pay you to ditch your Android or BlackBerry smartphone @ The Inquirer
- Ext4 Filesystem Improvements to Address Scaling Challenges @ Linux.com
- Microsoft gives EMET divine powers to repel God Mode attack @ The Register
- Microsoft RE-BORKS Windows 7 patch after reboot loop horror @ The Register
- Fujitsu Could Help Smartphone Chips Run Cooler @ Slashdot
- Gigabyte announces financial results for 2014 @ DigiTimes
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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”.
Subject: Graphics Cards, Mobile | February 26, 2015 - 02:15 PM | Ryan Shrout
Tagged: super-gpu, PowerVR, Imagination Technologies, gt7900
As a preview to announcements and releases being made at both Mobile World Congress (MWC) and the Game Developers Summit (GDC) next week, Imagination Technologies took the wraps off of a new graphics product they are calling a "super-GPU". The PowerVR GT7900 is the new flagship GPU as a part of its Series7XT family that is targeting a growing category called "affordable game consoles." Think about the Android-powered set-top devices like the Ouya or maybe Amazon's Kindle TV.
PowerVR breaks up its GPU designs into unified shading clusters (USCs) and the GT7900 has 16 of them for a total of 512 ALU cores. Imagination has previously posted a great overview of its USC architecture design and how you can compare its designs to other GPUs on the market. Imagination wants to claim that the GT7900 will offer "PC-class gaming experiences" though that is as ambiguous as the idea of a work load of a "console-level game." But with rated peak performance levels hitting over 800 GFLOPS in FP32 and 1.6 TFLOPS in FP16 (half-precision) this GPU does have significant theoretical capability.
|PowerVR GT7900||Tegra X1|
|GPU Clock||800 MHz||1000 MHz|
|Process Tech||16nm FinFET+||20nm TSMC|
Imagination also believes that PowerVR offers a larger portion of its peak performance for a longer period of time than the competition thanks to the tile-based deferred rendering (TBDR) approach that has been "refined over the years to deliver unmatched efficiency."
The FP16 performance number listed above is useful as an extreme power savings option where the half-precision compute operates in a much more efficient manner. A fair concern is how many applications, GPGPU or gaming, actually utilize the FP16 data type but having support for it in the GT7900 allows developers to target it.
Other key features of the GT7900 include support for OpenGL ES 3.1 + AEP (Android Extension Pack), hardware tessellation and ASTC LDR and HDR texture compression standards. The GPU also can run in a multi-domain virtualization mode that would allow multiple operating systems to run in parallel on a single platform.
Imagination believes that this generation of PowerVR will "usher a new era of console-like gaming experiences" and will showcase a new demo at GDC called Dwarf Hall.
I'll be at GDC next week and have already setup a meeting with Imagination to talk about the GT7900 so I can have some hands on experiences to report back with soon. I am continually curious about the market for these types of high-end "mobile" GPUs with the limited market that the Android console market currently addresses. Imagination does claim that the GT7900 is beating products with performance levels as high as the GeForce GT 730M discrete GPU - no small feat.
Subject: General Tech | February 25, 2015 - 08:56 PM | Tim Verry
Tagged: PowerVR, Intel, Imagination Technologies, igp, finance
Update: Currency exchange rates have been corrected. I'm sorry for any confusion!
Intel Foundation is selling off its remaining stake in UK-based Imagination Technologies (IMG.LN). According to JP Morgan, Intel is selling off 13.4 million shares (4.9% of Imagination Technologies) for 245 GBp each. Once all shares are sold, Intel will gross just north of $50.57 Million USD.
Imagination Technologies' PowerVR Rogue Series 6XT GPU is used in Apple's A8-series chips.
Intel first invested in Imagination Technologies back in October of 2006 in a deal to gain access to the company’s PowerVR graphics IP portfolio. Since then, Intel has been slowly moving away from PowerVR graphics in favor of it’s own internal HD graphics GPUs. (Further, Intel sold off 10% of its IMG.LN stake in June of last year.) Even Intel’s low cost Atom line of SoCs has mostly moved to Intel GPUs with the exception of the mobile Merrifield and Moorefield” smartphone/tablet SoCs.
The expansion of Intel’s own graphics IP combined with Imagination Technologies acquisition of MIPS are reportedly the “inevitable” reasons for the sale. According to The Guardian, industry analysts have speculated that, as it stands, Intel is a minor customer of Imagination Technologies at less than 5% for graphics (a licensing agreement signed this year doesn’t rule out PowerVR graphics permanently despite the sale). Imagination Technologies still has a decent presence in the mobile (ARM-based) space with customers including Apple, MediaTek, Rockchip, Freescale, and Texas Instruments.
Currently, the company’s stock price is sitting at 258.75 GBp (~$3.99 USD) which seems to indicate that the Intel sell off news was “inevitable” and was already priced in or simply does not have investors that concerned.
What do you think about the sale? Where does this leave Intel as far as graphics goes? Will we see Intel HD Graphics scale down to smartphones or will the company go with a PowerVR competitor? Would Intel really work with ARM’s Mali, Qualcomm’s Adreno, or Samsung’s rumored custom GPU cores? On that note, an Intel powered smartphone with NVIDIA Tegra graphics would be amazing (hint, hint Intel!)
Subject: Graphics Cards, Processors, Mobile | September 29, 2014 - 01:53 AM | Scott Michaud
Tagged: apple, a8, a7, Imagination Technologies, PowerVR
First, Chipworks released a dieshot of the new Apple A8 SoC (stored at archive.org). It is based on the 20nm fabrication process from TSMC, which they allegedly bought the entire capacity for. From there, a bit of a debate arose regarding what each group of transistors represented. All sources claim that it is based around a dual-core CPU, but the GPU is a bit polarizing.
Image Credit: Chipworks via Ars Technica
Most sources, including Chipworks, Ars Technica, Anandtech, and so forth believe that it is a quad-core graphics processor from Imagination Technologies. Specifically, they expect that it is the GX6450 from the PowerVR Series 6XT. This is a narrow upgrade over the G6430 found in the Apple A7 processor, which is in line with the initial benchmarks that we saw (and not in line with the 50% GPU performance increase that Apple claims). For programmability, the GX6450 is equivalent to a DirectX 10-level feature set, unless it was extended by Apple, which I doubt.
Image Source: DailyTech
DailyTech has their own theory, suggesting that it is a GX6650 that is horizontally-aligned. From my observation, their "Cluster 2" and "Cluster 5" do not look identical at all to the other four, so I doubt their claims. I expect that they heard Apple's 50% claims, expected six GPU cores as the rumors originally indicated, and saw cores that were not there.
Which brings us back to the question of, "So what is the 50% increase in performance that Apple claims?" Unless they had a significant increase in clock rate, I still wonder if Apple is claiming that their increase in graphics performance will come from the Metal API even though it is not exclusive to new hardware.
But from everything we saw so far, it is just a handful of percent better.
Subject: General Tech, Shows and Expos | March 19, 2014 - 01:20 PM | Jeremy Hellstrom
Tagged: Imagination Technologies, gdc 14, wizard, ray tracing
The Tech Report visited Imagination Technologies' booth at GDC where they were showing off a new processor, the Wizard GPU. It is based on the PowerVR Series6XT Rogue graphics processor which is specifically designed to accelerate ray tracing performance, a topic we haven't heard much about lately. They describe the performance as capable of processing 300 million rays and 100 million dynamic triangles per second which translates to 7 to 10 rays per pixel at 720p and 30Hz or 3 to 5 rays a pixel at 1080p and 30Hz. That is not bad, though Imagination Technologies estimates movies display at a rate of 16 to 32 rays per pixel so it may be a while before we see a Ray Tracing slider under Advanced Graphics Options.
"When we visited Imagination Technologies at CES, they were showing off some intriguing hardware that augments their GPUs in order to accelerate ray-traced rendering. Ray tracing is a well-known and high-quality form of rendering that relies on the physical simulation of light rays bouncing around in a scene. Although it's been used in movies and in static scene creation, ray tracing has generally been too computationally intensive to be practical for real-time graphics and gaming. However, Imagination Tech is looking to bring ray-tracing to real-time graphics—in the mobile GPU space, no less—with its new family of Wizard GPUs."
Here is some more Tech News from around the web:
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- Ubuntu Now Runs Well On The MacBook Air, Beats OS X In Graphics @ Phoronix
- Hidden 'Windigo' UNIX ZOMBIES are EVERYWHERE @ The Register
- Xbox boss Marc Whitten leaves Microsoft for Sonos as PS4 leads console sales @ The Inquirer
- Big Brother China Censors WeChat... Again @ TechARP
- Ergotech Freedom Quad 1-over-3 Desk Stand Review @ Techgage
- 10 Old Sprint Phones Can Now Get Totally Free Voice, Texts, and Data @ Gizmodo