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93% of a GP100 at least...
NVIDIA has announced the Tesla P100, the company's newest (and most powerful) accelerator for HPC. Based on the Pascal GP100 GPU, the Tesla P100 is built on 16nm FinFET and uses HBM2.
NVIDIA provided a comparison table, which we added what we know about a full GP100 to:
|Tesla K40||Tesla M40||Tesla P100||Full GP100|
|GPU||GK110 (Kepler)||GM200 (Maxwell)||GP100 (Pascal)||GP100 (Pascal)|
|FP32 CUDA Cores / SM||192||128||64||64|
|FP32 CUDA Cores / GPU||2880||3072||3584||3840|
|FP64 CUDA Cores / SM||64||4||32||32|
|FP64 CUDA Cores / GPU||960||96||1792||1920|
|Base Clock||745 MHz||948 MHz||1328 MHz||TBD|
|GPU Boost Clock||810/875 MHz||1114 MHz||1480 MHz||TBD|
|Memory Interface||384-bit GDDR5||384-bit GDDR5||4096-bit HBM2||4096-bit HBM2|
|Memory Size||Up to 12 GB||Up to 24 GB||16 GB||TBD|
|L2 Cache Size||1536 KB||3072 KB||4096 KB||TBD|
|Register File Size / SM||256 KB||256 KB||256 KB||256 KB|
|Register File Size / GPU||3840 KB||6144 KB||14336 KB||15360 KB|
|TDP||235 W||250 W||300 W||TBD|
|Transistors||7.1 billion||8 billion||15.3 billion||15.3 billion|
|GPU Die Size||551 mm2||601 mm2||610 mm2||610mm2|
|Manufacturing Process||28 nm||28 nm||16 nm||16nm|
This table is designed for developers that are interested in GPU compute, so a few variables (like ROPs) are still unknown, but it still gives us a huge insight into the “big Pascal” architecture. The jump to 16nm allows for about twice the number of transistors, 15.3 billion, up from 8 billion with GM200, with roughly the same die area, 610 mm2, up from 601 mm2.
A full GP100 processor will have 60 shader modules, compared to GM200's 24, although Pascal stores half of the shaders per SM. The GP100 part that is listed in the table above is actually partially disabled, cutting off four of the sixty total. This leads to 3584 single-precision (32-bit) CUDA cores, which is up from 3072 in GM200. (The full GP100 architecture will have 3840 of these FP32 CUDA cores -- but we don't know when or where we'll see that.) The base clock is also significantly higher than Maxwell, 1328 MHz versus ~1000 MHz for the Titan X and 980 Ti, although Ryan has overclocked those GPUs to ~1390 MHz with relative ease. This is interesting, because even though 10.6 TeraFLOPs is amazing, it's only about 20% more than what GM200 could pull off with an overclock.
Shedding a little light on Monday's announcement
Most of our readers should have some familiarity with GameWorks, which is a series of libraries and utilities that help game developers (and others) create software. While many hardware and platform vendors provide samples and frameworks, taking the brunt of the work required to solve complex problems, this is NVIDIA's branding for their suite of technologies. Their hope is that it pushes the industry forward, which in turn drives GPU sales as users see the benefits of upgrading.
This release, GameWorks SDK 3.1, contains three complete features and two “beta” ones. We will start with the first three, each of which target a portion of the lighting and shadowing problem. The last two, which we will discuss at the end, are the experimental ones and fall under the blanket of physics and visual effects.
The first technology is Volumetric Lighting, which simulates the way light scatters off dust in the atmosphere. Game developers have been approximating this effect for a long time. In fact, I remember a particular section of Resident Evil 4 where you walk down a dim hallway that has light rays spilling in from the windows. Gamecube-era graphics could only do so much, though, and certain camera positions show that the effect was just a translucent, one-sided, decorative plane. It was a cheat that was hand-placed by a clever artist.
GameWorks' Volumetric Lighting goes after the same effect, but with a much different implementation. It looks at the generated shadow maps and, using hardware tessellation, extrudes geometry from the unshadowed portions toward the light. These little bits of geometry sum, depending on how deep the volume is, which translates into the required highlight. Also, since it's hardware tessellated, it probably has a smaller impact on performance because the GPU only needs to store enough information to generate the geometry, not store (and update) the geometry data for all possible light shafts themselves -- and it needs to store those shadow maps anyway.
Even though it seemed like this effect was independent of render method, since it basically just adds geometry to the scene, I asked whether it was locked to deferred rendering methods. NVIDIA said that it should be unrelated, as I suspected, which is good for VR. Forward rendering is easier to anti-alias, which makes the uneven pixel distribution (after lens distortion) appear more smooth.
Core and Interconnect
The Skylake architecture is Intel’s first to get a full release on the desktop in more than two years. While that might not seem like a long time in the grand scheme of technology, for our readers and viewers that is a noticeable change and shift from recent history that Intel has created with the tick-tock model of releases. Yes, Broadwell was released last year and was solid product, but Intel focused almost exclusively on the mobile platforms (notebooks and tablets) with it. Skylake will be much more ubiquitous and much more quickly than even Haswell.
Skylake represents Intel’s most scalable architecture to date. I don’t mean only frequency scaling, though that is an important part of this design, but rather in terms of market segment scaling. Thanks to brilliant engineering and design from Intel’s Israeli group Intel will be launching Skylake designs ranging from 4.5 watt TDP Core M solutions all the way up to the 91 watt desktop processors that we have already reviewed in the Core i7-6700K. That’s a range that we really haven’t seen before and in the past Intel has depended on the Atom architecture to make up ground on the lowest power platforms. While I don’t know for sure if Atom is finally trending towards the dodo once Skylake’s reign is fully implemented, it does make me wonder how much life is left there.
Scalability also refers to the package size – something that ensures that the designs the engineers created can actually be built and run in the platform segments they are targeting. Starting with the desktop designs for LGA platforms (DIY market) that fits on a 1400 mm2 design on the 91 watt TDP implementation Intel is scaling all the way down to 330 mm2 in a BGA1515 package for the 4.5 watt TDP designs. Only with a total product size like that can you hope to get Skylake in a form factor like the Compute Stick – which is exactly what Intel is doing. And note that the smaller packages require the inclusion of the platform IO chip as well, something that H- and S-series CPUs can depend on the motherboard to integrate.
Finally, scalability will also include performance scaling. Clearly the 4.5 watt part will not offer the user the same performance with the same goals as the 91 watt Core i7-6700K. The screen resolution, attached accessories and target applications allow Intel to be selective about how much power they require for each series of Skylake CPUs.
The fundamental design theory in Skylake is very similar to what exists today in Broadwell and Haswell with a handful of significant and hundreds of minor change that make Skylake a large step ahead of previous designs.
This slide from Julius Mandelblat, Intel Senior Principle Engineer, shows a higher level overview of the entirety of the consumer integration of Skylake. You can see that Intel’s goals included a bigger and wider core design, higher frequency, improved right architecture and fabric design and more options for eDRAM integration. Readers of PC Perspective will already know that Skylake supports both DDR3L and DDR4 memory technologies but the inclusion of the camera ISP is new information for us.
A substantial upgrade for Thunderbolt
Today at Computex, Intel took the wraps off of the latest iteration of Thunderbolt, a technology that I am guessing many of you thought was dead in the water. It turns out that's not the case, and this new set of features that Thunderbolt 3 offers may in fact push it over the crest and give it the momentum needed to become a useable and widespread standard.
First, Thunderbolt 3 starts with a new piece of silicon, code named Alpine Ridge. Not only does Alpine Ridge increase the available Thunderbolt bandwidth to 40 Gbps but it also adds a native USB 3.1 host controller on the chip itself. And, as mobile users will be glad to see, Intel is going to start utilizing the new USB Type-C (USB-C) connector as the standard port rather than mini DisplayPort.
This new connector type, that was already a favorite among PC Perspective staff because of its size and its reversibility, will now be the way connectivity and speed increases this generation with Thunderbolt. This slide does a good job of summarizing the key take away from the TB3 announcement: 40 Gbps, support for two 4K 60 Hz displays, 100 watt (bi-directional) charging capability, 15 watt device power and support for four protocols including Thunderbolt, DisplayPort, USB and PCI Express.
Protocol support is important and Thunderbolt 3 over USB-C will be able to connect directly to a DisplayPort monitor, to an external USB 3.1 storage drive, an old thumb drive or a new Thunderbolt 3 docking station. This is truly unrivaled flexibility from a single connector. The USB 3.1 controller is backward compatible as well: feel free to connect any USB device to it that you can adapt to the Type-C connection.
From a raw performance perspective Thunderbolt 3 offers a total of 40 Gbps of bi-directional bandwidth, twice that of Thunderbolt 2 and 4x what we get with USB 3.1. That offers users the ability to combine many different devices, multiple displays and network connections and have plenty of headroom.
With Thunderbolt 3 you get twice as much raw video bandwidth, two DP 1.2 streams, allowing you to run not just a single 4K display at 60 Hz but two of them, all over a single TB3 cable. If you want to connect a 5K display though, you will be limited to just one of them.
For mobile users, which I think is the area where Thunderbolt 3 will be the most effective, the addition of USB 3.1 allows for charging capability up to 100 watts. This is in addition to the 15 watts of power that Thunderbolt provides to devices directly - think external storage, small hubs/docks, etc.
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.
Introducing Windows 10 (Again)
I did not exactly make too many unsafe predictions, but let's recap the Windows 10 Consumer announcement anyway. The briefing was a bit on the slow side, at least if you are used to E3 keynotes, but it contained a fair amount of useful information. Some of the things discussed are future-oriented, but some will arrive soon. So let's get right into it.
Price and Upgrade Options
Microsoft has not announced an official price for Windows 10, if the intent is to install it on a new PC. If you are attempting to upgrade a machine that currently runs Windows 7 or Windows 8.1, then that will be a free upgrade if done within the first year. Windows Phone 8.1 users are also eligible for a no-cost upgrade to Windows 10 if done in the first year.
Quote Terry Myerson of Microsoft, “Once a device is upgraded to Windows 10, we will be keeping it current for the supported lifetime of the device.” This is not elaborated on, but it seems like a weird statement given what we have traditionally expected from Windows. One possible explanation is that Microsoft intends for Windows to be a subscription service going forward, which would be the most obvious extension of “Windows as a Service”. On the other hand, they could be going for the per-device revenue option with Bing, Windows Store, and other initiatives being long tail. If so, I am a bit confused about what constitutes a new device for systems that are regularly upgraded, like what our readers are typically interested in. All of that will eventually be made clear, but not yet.
A New Build for Windows 10
Late in the keynote, Microsoft announced the availability of new preview builds for Windows 10. This time, users of Windows Phone 8.1 will also be able to see the work in progress. PC “Insiders” will get access to their build “in the next week” and phones will get access “in Feburary”. Ars Technica seems to believe that this is scheduled for Sunday, February 1st, which is a really weird time to release a build but their source might be right.
We don't know exactly what will be in it, though. In my predictions, I guessed that a DirectX 12 SDK might be available (or at least some demos) in the next build. That has not been mentioned, which probably would have been if it were true. I expect the next possibility (if we're not surprised in the next one-to-ten days when the build drops) is Game Developers Conference (GDC 2015), which starts on March 2nd.
The New Web Browser: Project Spartan
My guess was that Spartan would be based on DirectX 12. Joe Belfiore said that it is using a new, standards-compliant rendering engine and basically nothing more. The event focused on specific features. The first is note taking, which basically turns the web browser into a telestrator that can also accept keyboard comment blocks. The second is a reading mode that alters content into a Microsoft Word-like column. The third is “reading lists”, which is basically a “read it later” feature that does offline caching. The fourth is Adobe PDF support, which works with the other features of Spartan such as note taking and reading lists.
Which Transitions Into Cortana
The fifth feature of Spartan is Cortana integration, which will provide auto-suggestions based on the information that the assistant software has. The example they provided was auto-suggesting the website for his wife's flight. Surprisingly, when you attempt to control a Spartan, Cortana does not say “There's two of us in here now, remember?” You know, in an attempt to let you know she's service that's integrated into the browser.
Otherwise, it's an interesting demo. I might even end up using it when it comes out, but these sorts of things do not really interest me too much. We have been at the point where, for my usage, the operating system is really not in the way anymore. It feels like there is very little friction between me and getting what I want done, done. Of course, people felt that way about rotary phones until touch-tone came out, and I keep an open mind to better methods. It's just hard to get me excited about voice-activated digital assistants.
As I stated before, DirectX 12 was mentioned but a release date was not confirmed. What they did mention was a bit of relative performance. DirectX 12 supposedly uses about half of the power consumption of DirectX 11, which is particularly great for mobile applications. It can also handle scenes with many more objects. A FutureMark demo was displayed, with the DirectX 11 version alongside a DirectX 12 version. The models seem fairly simple, but the DirectX 12 version appears to running at over 100 FPS when the DirectX 11 version outright fails.
Other gaming features were mentioned. First, Windows 10 will allow shadow recording the last 30 seconds of footage from any game. You might think that NVIDIA would be upset about that, and they might be, but that is significantly less time than ShadowPlay or other recording methods. Second, Xbox One will be able to stream gameplay to any PC in your house. I expect this is the opposite direction than what people hope for, rather wishing for high-quality PC footage to be easily streamed to TVs with a simple interface. It will probably serve a purpose for some use case, though.
Well that was a pretty long event, clocking in at almost two-and-a-half hours. The end had a surprise announcement of an augmented reality (not virtual reality) headset, called the “HoloLens”, which is developed by the Kinect team. I am deliberately not elaborating on it because I was not at the event and I have not tried it. I will say that the most interesting part about it, for me, is the Skype integration, because that probably hints at Microsoft's intentions with the product.
For the rest of us, it touched on a number of interesting features but, like the Enterprise event, did not really dive in. It would have been nice to get some technical details about DirectX 12, but that obviously does not cater to the intended audience. Unless an upcoming build soft-launches a DirectX 12 preview (or Spartan) so that we can do our own discovery, we will probably need to wait until GDC and/or BUILD to find out more.
Until then, you could watch the on-demand version at Microsoft's website.
ECS hosted a press event in the third week of August to unveil its new product lineup and corporate direction. The press event, named "Live, Liva, Lead, L337", lays out the important aspects of the "new ECS" and its intended market direction. They introduced the LIVA mini computer with integrated 32GB and 64GB integrated SSDs, their Z97-based product line-up, and the North America LIVA design contest.
Their naming of the event was apropos to their renewed corporate vision with the first two terms, Live and LIVA, referencing their LIVA mini-PC platform. ECS developed the name LIVA by combining the words Live and Viva (Life in Spanish), signifying the LIVA line's aim at integrating itself into your daily routine and providing the ability to live a better life. Lead signifies ECS' desire to become a market leader in the Mini-PC space with their LIVA platform as well as become a more dominant player in the PC space. The last term, L337, is a reference to their L337 Gaming line of motherboards, a clear reminder of their Z97 offerings to be unveiled.
ECS seeks to consolidate its product lines, re-focusing its energy on what it excels at - offering quality products at reasonable prices. ECS seeks to leverage its corporate partnerships and design experience to build products equivalent to competitor lines at a much reduced cost to the end user. This renewed focus on quality and the end user led to a much revised Z97 board lineup in comparison to its Z87-based offerings. Additionally, their newly introduced mini-PC line, branded LIVA, seeks to offer a cheaper all-in-one alternative to the Intel NUC and GIGABYTE BRIX systems.
Core M 5Y70 Early Testing
During a press session today with Intel, I was able to get some early performance results on Broadwell-Y in the form of the upcoming Core M 5Y70 processor.
Testing was done on a reference design platform code named Llama Mountain and at the heart of the system is the Broadwell-Y designed dual-core CPU, the Core M 5Y70, which is due out later this year. Power consumption of this system is low enough that Intel has built it with a fanless design. As we posted last week, this processor has a base frequency of just 1.10 GHz but it can boost as high as 2.6 GHz for extra performance when it's needed.
Before we dive into the actual result, you should keep in mind a couple of things. First, we didn't have to analyze the systems to check driver revisions, etc., so we are going on Intel's word that these are setup as you would expect to see them in the real world. Next, because of the disjointed nature of test were were able to run, the comparisons in our graphs aren't as great as I would like. Still, the results for the Core M 5Y70 are here should you want to compare them to any other scores you like.
First, let's take a look at old faithful: CineBench 11.5.
UPDATE: A previous version of this graph showed the TDP for the Intel Core M 5Y70 as 15 watts, not the 4.5 watt listed here now. The reasons are complicated. Even though the Intel Ark website lists the TDP of the Core M 5Y70, Intel has publicly stated the processor will make very short "spikes" at 15 watts when in its highest Turbo Boost modes. It comes to a discussion of semantics really. The cooling capability of the tablet is only targeted to 4.5-6.0 watts and those very short 15 watt spikes can be dissipated without the need for extra heatsink surface...because they are so short. SDP anyone? END UPDATE
With a score of 2.77, the Core M 5Y70 processor puts up an impressive fight against CPUs with much higher TDP settings. For example, Intel's own Pentium G3258 gets a score of 2.71 in CB11, and did so with a considerably higher thermal envelope. The Core i3-4330 scores 38% higher than the Core M 5Y70 but it requires a TDP 3.6-times larger to do so. Both of AMD's APUs in the 45 watt envelope fail to keep up with Core M.
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.
An new era for computing? Or, just a bit of catching up?
Early Tuesday, at 2am for viewers in eastern North America, Intel performed their Computex 2013 keynote to officially kick off Haswell. Unlike ASUS from the night prior, Intel did not announce a barrage of new products; the purpose is to promote future technologies and the new products of their OEM and ODM partners. In all, there was a pretty wide variety of discussed topics.
Intel carried on with the computational era analogy: the 80's was dominated by mainframes; the 90's were predominantly client-server; and the 2000's brought the internet to the forefront. While true, they did not explicitly mention how each era never actually died but rather just bled through: we still use mainframes, especially with cloud infrastructure; we still use client-server; and just about no-one would argue that the internet has been displaced, despite its struggle against semi-native apps.
Intel believes that we are currently in the two-in-one era, which they probably mean "multiple-in-one" due to devices such as the ASUS Transformer Book Trio. They created a tagline, almost a mantra, illustrating their vision:
"It's a laptop when you need it; it's a tablet when you want it."
But before elaborating, they wanted to discuss their position in the mobile market. They believe they are becoming a major player in the mobile market with key design wins and outperforming some incumbent system on a chips (SoCs). The upcoming Silvermont architecture pines to be fill in the gaps below Haswell, driving smartphones and tablets and stretching upward to include entry-level notebooks and all-in-one PCs. The architecture promises to scale between offering three-fold more performance than its past generation, or a fifth of the power for equivalent performance.
Ryan discussed Silvermont last month, be sure to give his thoughts a browse for more depth.
Hardware is still key
The show is over, but CES 2013 is still taking its affect on our feet and our minds. While the feet are healing I asked our team to give me a few stories that would summarize this year's show. What stood out and surprised us and really made an impact? Below are a handful of quick selections with links to the full stories, but if you really want the full CES 2013 experience, you should check out our stream of CES news at http://pcper.com/ces.
NVIDIA Tegra 4 / Shield
CES really kicked off with the announcement of Tegra 4 and Shield, an Android-powered mobile gaming system built off the company's newest SoC. Shield combines a 5-in touch screen, Tegra 4 processor, console-quality game controller, speakers, display output support and more in a small, battery powered package. They are promising the best Android gaming experience as well as the ability to stream PC games on your home network to Shield.
Check out our hands-on video with the device as well as some other information on the Tegra 4.
AMD APU Relevance
To be honest, not much was expected from AMD at the show this year but they surprised many of us by talking about new APUs that looked to be much more relevant in the market than we thought they would be. Kaveri will be shipping before the end of the year and will be the first full HSA ready part, Kabini will be a high performance quad-core SoC for ultrathin notebooks and Temash could be a beast in the tablet and hybrid space.
We are Still Among the Living
The day after the official AMD presentation we were able to sit down with Leslie Sobon for a good hour and really dig into the products we are expecting throughout this next year. AMD did not officially announce any products, but they revealed more details about products on their roadmaps.
To say that AMD is in a somewhat precarious situation is an understatement. This does not necessarily mean that they won’t survive for some years. This was never mentioned to us by AMD, but we can assume that it is not in ATIC’s best interest to let AMD flounder too much. AMD is still GLOBALFOUNDRIES largest customer, and ATIC believes that they can become a fabrication giant in the next few years. So, while AMD is hitting some hard times, they will be around for some time to come in spite of their issues.
Believe it or not, AMD is still a CPU company with some relevant producxts. While Intel has the advantage in x86 performance and process technology, AMD has a distinct advantage in the integrated graphics portion. While Trinity was a big step in the right direction in terms of performance and power consumption, it was not enough to boost their flagging marketshare. Throughout the 2013 they are working on several products that will help to change their fortunes.
The first product that we will likely see is the Jaguar core based Kabini APUs. These are the next generation, low power APUs which will replace the Brazos 2.0 products that we currently are seeing. These quad core and dual core parts are manufactured by TSMC on their 28 nm process. Kabini will be the first APU to include the new GCN architecture that we currently see in the HD 7700 series and above. AMD will be breaking new ground in offering a true quad core part at price points unseen so far.
Intel is a yearly presence at CES and typically have a few interesting things to talk about. Last year we got to see Will.I.Am on stage telling us all about how the Ultrabook has changed his artistic life. Oddly enough, things have not changed dramatically for the company. Ultrabooks have inherited the latest Ivy Bridge processors which were released last Spring. Medfield is still the primary cell phone processor for Intel.
The first area they covered is the cellphone market. Medfield is still the go-to processor and Intel claims that it has better performance and battery life than even the latest Qualcomm products. Intel is introducing a new reference phone for emerging markets around the world codenamed Lexington. Based on the Z2420 and the XMM6265 modem, this budget smartphone will be Android based with certain optimizations instituted by Intel in collaboration with Google.
Intel has achieved more wins throughout the next few months. Acer, Safaricom, and Lava will all be announcing new smart phones based on Intel silicon. Details of these products will be released later in the quarter.
Medfield will be replaced by Clover Tail+ and then further on with their next gen 22 nm product.
Introduction, expert discussion panels, hardware workshop
The final day of Quakecon 2012 featured more expert discussion panels from leaders in the gaming industry about the latest games people at Quakecon were excited about like Dishonored, Halo 4, and Borderlands 2 to name a few. We also hosted our annual hardware workshop and gave away more than $30,000 worth of hardware and prizes to over 2,000 workshop attendees!
The BYOC area and exhibit hall also reached capacity for Quakecon attendees to see the semi-finals for the annual Bawls chugging competition and play in Tribes: Ascend mini tournaments at the Alienware exhibit. We also got a demonstration of John Carmack's original prototype virtual reality headset that he initially debuted at E3 this year. Carmack is working with Oculus Rift to design VR headsets for gaming that include stereoscopic 3D and a wide 110-degree field of view. The day concluded with a huge party to watch the annual case mod contest finals, Bawls chugging finals, and Quake Live finals.
Introduction, Virtual Insanity and Game of Making Games panels
Our second day at Quakecon 2012 started bright and early with expert panel discussions led by some of the gaming industry's elite game designers and programmers from around the globe. These panel discussions focused primary around the process different game studios go through to produce triple AAA titles and current developments in virtual reality headset technology. There was also more discussions about creating mods for games like Elder Scrolls V: Skyrim and utilizing modding communities as resources to produce higher quality games.
In between panel discussions, Quakecon hosted the first round of their annual Bawls chugging competition. BYOC gamers and event attendees were also able to try out a few game demos of Smite, Rise of the Triad, Dishonored, and Doom 3 BFG Edition. There were also several "quick draw" Quake Live matches to give out raffle tickets for a chance to win a new 2012 Ford Shelby GT500 Coupe.
Event kickoff, hardware workshop prizes, packed BYOC!
Yesterday marked the official start of Quakecon 2012 at the Hilton Anatole in Dallas, Texas. This four-day event includes PC gaming awesomeness for more than 2,800 gamers in the Bring Your Own Computer LAN section as well as access to numerous gaming vendors and PC hardware exhibits. The event is sponsored by many big names in the gaming and PC hardware industry as well like Alienware, Intel, Ventrilo, Plantronics Gamecom, Cooler Master, Western Digital, and many others.
The day got off to a rocky start as id Software co-founder John Carmack's annual keynote address was delayed by more than two hours. Hundreds of gamers also lined the hallways waiting throughout the day for the opportunity to get into the already packed BYOC. But, unfortunately many were turned away from gaming at the event. This is one of the first times in almost a decade that the BYOC area was filled to capacity on the very first day of Quakecon!
NVIDIA puts its head in the clouds
Today at the 2012 NVIDIA GPU Technology Conference (GTC), NVIDIA took the wraps off a new cloud gaming technology that promises to reduce latency and improve the quality of streaming gaming using the power of NVIDIA GPUs. Dubbed GeForce GRID, NVIDIA is offering the technology to online services like Gaikai and OTOY.
The goal of GRID is to bring the promise of "console quality" gaming to every device a user has. The term "console quality" is kind of important here as NVIDIA is trying desperately to not upset all the PC gamers that purchase high-margin GeForce products. The goal of GRID is pretty simple though and should be seen as an evolution of the online streaming gaming that we have covered in the past–like OnLive. Being able to play high quality games on your TV, your computer, your tablet or even your phone without the need for high-performance and power hungry graphics processors through streaming services is what many believe the future of gaming is all about.
GRID starts with the Kepler GPU - what NVIDIA is now dubbing the first "cloud GPU" - that has the capability to virtualize graphics processing while being power efficient. The inclusion of a hardware fixed-function video encoder is important as well as it will aid in the process of compressing images that are delivered over the Internet by the streaming gaming service.
This diagram shows us how the Kepler GPU handles and accelerates the processing required for online gaming services. On the server side, the necessary process for an image to find its way to the user is more than just a simple render to a frame buffer. In current cloud gaming scenarios the frame buffer would have to be copied to the main system memory, compressed on the CPU and then sent via the network connection. With NVIDIA's GRID technology that capture and compression happens on the GPU memory and thus can be on its way to the gamer faster.
The results are H.264 streams that are compressed quickly and efficiently to be sent out over the network and return to the end user on whatever device they are using.
Introduction, Hardware Vendors
This year's South by Southwest (SXSW) Trade Show brought together many small and global companies with computer hardware and information technology backgrounds as well as creative industries that produce art, music, and movies. SXSW interactive badge holders and showcased artists got an inside look at the newest innovations in mobile social media platforms and applications, open source web content management systems, professional audio/video technologies, and other multimedia products.
Since I write for PC Perspective, I narrowed the focus of my trade show coverage to companies creating innovative computer hardware, PC and Mac peripherals, and other gadgets that may interest our readers. I also scoured the rest of the trade show for the best booth babes handing out swag and watching other fun, promotional events to get expo visitors to engage with companies to find out more about their products.
See our video coverage of the SXSW Trade Show!
Introduction, LAN Fest, Game Demos, Future of Gaming panel
Check out our video coverage of the SXSW Screenburn Arcade!
The 19th Annual South by Southwest (SXSW) Interactive Festival kicked off on Mar. 9 and wraps up Mar. 12 in Austin, Texas. While most of the event featured interactive workshops and panels of experts from within the web development and social media communities, I focused most of my efforts covering the SXSW Screenburn Arcade at the Palmer Event Center. This is where most of the PC and console gaming enthusiasts attending SXSW converged to watch pro gamers from the IGN Pro League battle in League of Legends, Starcraft II, and check out several game demos like Lollipop Chainsaw for the XBox 360 and Quantum Conundrum and FireFall for the PC.
Intel LAN Fest
I also had the opportunity to visit the Intel-sponsored, non-profit LANFest where event visitors could jump on one of their Alienware systems and play a variety of PC games like Call of Duty: Modern Warfare 3, Team Fortress 2, MineCraft, Half Life 2 Death Match, WArsaw, Alien Swarm, Portal, World of Tanks, and Left 4 Dead 2 . LAN participants paid a $5 donation to play, which helped raise funds that will be sent to the city of Bastrop, Texas that lost more than 400 homes because of wildfires last September. They also raffled off a new ASUS Ultrabook to raise money for the United Way non-profit organization.
Last week we were in Dallas, Texas covering Quakecon 2011 as well as hosting our very own PC Perspective Hardware Workshop. While we had over 1100 attendees at the event and had a blast judging the case mod contest, one of the highlights of the event is always getting to sit down with John Carmack and pick his brain about topics of interest. We got about 30 minutes of John's time over the weekend and pestered him with questions about the GPU hardware race, how Intel's intergrated graphics (and AMD Fusion) fit in the future of PCs, the continuing debate about ray tracing, rasterization, voxels and infinite detail engines, key technologies for PC gamers like multi-display engines and a lot more!
One of our most read articles of all time was our previous interview with Carmack that focused a lot more on the ray tracing and rasterization debate. If you never read that, much of it is still very relevant today and is worth reading over.
This year though John has come full circle on several things including ray tracing, GPGPU workloads and even the advantages that console hardware has over PC gaming hardware.