Can AMD Grow
AMD posted some rather encouraging Q1 numbers last night, but slow PC sales are still hurting the company, along with the rest of the sector.
When asked about the PC market slump, AMD CEO Rory Read confirmed that the PC market was down sequentially 7 percent. This was a bit better than the company predicted, as the original forecast was that the PC market would decline 7 to 10 percent.
Rory pointed out that AMD can grow in the PC market as there is a lot of ground that can be taken from the competition. The commercial market did better than expected and Rory claims that AMD’s diversification strategy is taking off. AMD is trying to win market share in desktop and commercial segments, hence AMD sees an opportunity to grown PC revenue in the coming quarters. Rory also expects that tablets will continue to cannibalize the PC market. This is not going to change soon.
Kaveri and Kabini will definitely help this effort as both are solid parts priced quite aggressively. Kabini is also available in AMD’s new AM1 platform and we believe it is an interesting concept with plenty of mass market potential. Desktop and Notebook ASPs are flat which is something that the financial community really appreciated. It would not be so unusual that average selling prices were down since the global PC market was down.
Kaveri did well in the desktop high-end market in Q1 2014 and there will be some interesting announcements in the mobile market in Q2 2014 and beyond.
Can DirectX-12 Give Mobile A Boot?
Microsoft announced DirectX 12 just a few days ago and for the first time Redmond’s API is relevant beyond the PC space. Some DirectX 12 tech will end up in phones and of course Windows tablets.
Qualcomm likes the idea, along with Nvidia. Qualcomm published an blog post on the potential impact of DirectX 12 on the mobile industry and the takeaway is very positive indeed.
DirectX 12 equals less overhead, more battery life
Qualcomm says it has worked closely with Microsoft to optimise “Windows mobile operating systems” and make the most of Adreno graphics. The chipmaker points out that current Snapdragon chipsets already support DirectX 9.3 and DirectX 11. However, the transition to DirectX 12 will make a huge difference.
“DirectX 12 will turbocharge gaming on Snapdragon enabled devices in many ways. Just a few years ago, our Snapdragon processors featured one CPU core, now most Snapdragon processors offer four. The new libraries and API’s in DirectX 12 make more efficient use of these multiple cores to deliver better performance,” Qualcomm said.
DirectX 12 will also allow the GPU to be used more efficiently, delivering superior performance per watt.
“That means games will look better and deliver longer gameplay longer on a single charge,” Qualcomm’s gaming and graphics director Jim Merrick added.
What about eye candy?
Any improvement in efficiency also tends to have a positive effect on overall quality. Developers can get more out of existing hardware, they will have more resources at their disposal, simple as that.
Qualcomm also points out that DirectX 12 is also the first version to launch on Microsoft’s mobile operating systems at the same time as its desktop and console counterparts.
The company believes this emphasizes the growing shift and consumer demand for mobile gaming. However, it will also make it easier to port desktop and console games to mobile platforms.
Of course, this does not mean that we’ll be able to play Titanfall on a Nokia Lumia, or that similarly demanding titles can be ported. However, it will speed up development and allow developers and publishers to recycle resources used in console and PC games. Since Windows Phone isn’t exactly the biggest mobile platform out there, this might be very helpful and it might attract more developers.
AMD, Intel & nVidia Go OpenGL
AMD, Intel and Nvidia teamed up to tout the advantages of the OpenGL multi-platform application programming interface (API) at this year’s Game Developers Conference (GDC).
Sharing a stage at the event in San Francisco, the three major chip designers explained how, with a little tuning, OpenGL can offer developers between seven and 15 times better performance as opposed to the more widely recognised increases of 1.3 times.
AMD manager of software development Graham Sellers, Intel graphics software engineer Tim Foley and Nvidia OpenGL engineer Cass Everitt and senior software engineer John McDonald presented their OpenGL techniques on real-world devices to demonstrate how these techniques are suitable for use across multiple platforms.
During the presentation, Intel’s Foley talked up three techniques that can help OpenGL increase performance and reduce driver overhead: persistent-mapped buffers for faster streaming of dynamic geometry, integrating Multidrawindirect (MDI) for faster submission of many draw calls, and packing 2D textures into arrays, so texture changes no longer break batches.
They also mentioned during their presentation that with proper implementations of these high-level OpenGL techniques, driver overhead could be reduced to almost zero. This is something that Nvidia’s software engineers have already claimed is impossible with Direct3D and only possible with OpenGL (see video below).
Nvidia’s VP of game content and technology, Ashu Rege, blogged his account of the GDC joint session on the Nvidia blog.
“The techniques presented apply to all major vendors and are suitable for use across multiple platforms,” Rege wrote.
“OpenGL can cut through the driver overhead that has been a frustrating reality for game developers since the beginning of the PC game industry. On desktop systems, driver overhead can decrease frame rate. On mobile devices, however, driver overhead is even more insidious, robbing both battery life and frame rate.”
The slides from the talk, entitled Approaching Zero Driver Overhead, are embedded below.
At the Game Developers Conference (GDC), Microsoft also unveiled the latest version of its graphics API, Directx 12, with Direct3D 12 for more efficient gaming.
Showing off the new Directx 12 API during a demo of Xbox One racing game Forza 5 running on a PC with an Nvidia Geforce Titan Black graphics card, Microsoft said Directx 12 gives applications the ability to directly manage resources to perform synchronisation. As a result, developers of advanced applications can control the GPU to develop games that run more efficiently.
Is AMD Worried?
AMD’s Mantle has been a hot topic for quite some time and despite its delayed birth, it has finally came delivered performance in Battlefield 4. Microsoft is not sleeping it has its own answer to Mantle that we mentioned here.
Oddly enough we heard some industry people calling it DirectX 12 or DirectX Next but it looks like Microsoft is getting ready to finally update the next generation DirectX. From what we heard the next generation DirectX will fix some of the driver overhead problems that were addressed by Mantle, which is a good thing for the whole industry and of course gamers.
AMD got back to us officially stating that “AMD would like you to know that it supports and celebrates a direction for game development that is aligned with AMD’s vision of lower-level, ‘closer to the metal’ graphics APIs for PC gaming. While industry experts expect this to take some time, developers can immediately leverage efficient API design using Mantle. “
AMD also told us that we can expect some information about this at the Game Developers Conference that starts on March 17th, or in less than two weeks from now.
We have a feeling that Microsoft is finally ready to talk about DirectX Next, DirectX 11.X, DirectX 12 or whatever they end up calling it, and we would not be surprised to see Nvidia 20nm Maxwell chips to support this API, as well as future GPUs from AMD, possibly again 20nm parts.
AMD Changes Kaveri
Since AMD officially launched its 4th generation A-Series Kaveri APUs and lifted the NDA veil from all press materials, we noticed that it has started to use a new term to define the structure of its new Kaveri APUs. As we reported last week, AMD is now talking about Compute Cores, which practically puts CPU and GPU cores on an equal footing, suggesting that there should not be any difference between them and that some tasks, previously limited to the CPU, can be done by the GPU as well.
If you take a look at the official AMD slide below which details the three new Kaveri APUs, the A10-7850K, A10-7700K and the A8-7600, you will notice that AMD lists the flagship as the APU with 12 Compute Cores or simply four CPU and eight GPU cores. Since the Kaveri APU is actually the first APU with HSA (Heterogeneous System Architecture) support, with hUMA, or equal memory access by both CPU and the GPU, heterogeneous queuing, which allows the GPU and CPU to have equal flexibility to create/dispatch work and an ability to talk about APU GFLOPS, or combined compute power of the entire APU, it makes sense for AMD to also talk about Compute Cores.
Of course, there are still some application specific tasks where the CPU or the GPU are much better, but, according to AMD, Kaveri is the first true APU, where the GPU is not just for gaming, it can actually do much more.
AMD Senior Manager Sasa Marinkovic, Technology lead for the Client Business Unit, said: “At AMD, we recognize that our customers often think of processors (CPUs) and graphics cards (GPUs) in terms of the number of cores that each product has. We have established a definition of the term “Compute Core” so that we are taking a consistent and transparent approach to describing the number of cores in our HSA-enabled APUs. A Compute Core can be either a CPU core or GPU core i.e. Kaveri can have up to 12 Compute Cores (4 CPU and 8 GPU).”
Although it does sound like a marketing gimmick, but actually is not due to HSA, it will definitely mark a new way for AMD to market/sell its APUs and it will definitely simplify the shopping experience for many casual buyers, more Compute Cores, more performance.
Google Goes Quantum
When is a blink not a natural blink? For Google the question has such ramifications that it has devoted a supercomputer to solving the puzzle.
Slashgear reports that the internet giant is using its $10 million quantum computer to find out how products like Google Glass can differentiate between a natural blink and a deliberate blink used to trigger functionality.
The supercomputer based at Google’s Quantum Artificial Intelligence Lab is a joint venture with NASA and is being used to refine the algorithms used for new forms of control such as blinking. The supercomputer uses D-Wave chips kept at as near to absolute zero as possible, which makes it somewhat impractical for everyday wear but amazingly fast at solving brainteasers.
A Redditor reported earlier this year that Google Glass is capable of taking pictures by responding to blinking, however the feature is disabled in the software code as the technology had not advanced enough to differentiate between natural impulse and intentional request.
It is easy to see the potential of blink control. Imagine being able to capture your life as you live it, exactly the way you see it, without anyone ever having to stop and ask people to say “cheese”.
Google Glass is due for commercial release next year but for the many beta testers and developers who already have one this research could lead to an even richer seam of touchless functionality.
If nothing else you can almost guarantee that Q will have one ready for Daniel Craig’s next James Bond outing.
AMD’s Richland Shows Up
Kaveri is coming in a few months, but before it ships AMD will apparently spice up the Richland line-up with a few low-power parts.
CPU World has come across an interesting listing, which points to two new 45W chips, the A8-6500T and the A10-6700T. Both are quads with 4MB of cache. The A8-6500T is clocked at 2.1GHz and can hit 3.1GHz on Turbo, while the A10-6700T’s base clock is 2.5GHz and it maxes out at 3500MHz.
The prices are $108 and $155 for the A8 and A10 respectively, which doesn’t sound too bad although they are still significantly pricier than regular FM2 parts.
AMD’s Kaveri Coming In Q4
AMD really needs to make up its mind and figure out how it interprets its own roadmaps. A few weeks ago the company said desktop Kaveri parts should hit the channel in mid-February 2014. The original plan called for a launch in late 2013, but AMD insists the chip was not delayed.
Now though, it told Computerbase.de that the first desktop chips will indeed appear in late 2013 rather than 2014, while mobile chips will be showcased at CES 2014 and they will launch in late Q1 or early Q2 2014.
As we reported earlier, the first FM2+ boards are already showing up on the market, but at this point it’s hard to say when Kaveri desktop APUs will actually be available. The most logical explanation is that they will be announced sometime in Q4, with retail availability coming some two months later.
Kaveri is a much bigger deal than Richland, which was basically Trinity done right. Kaveri is based on new Steamroller cores, it packs GCN graphics and it’s a 28nm part. It is expected to deliver a significant IPC boost over Piledriver-based chips, but we don’t have any exact numbers to report.
ARM & Oracel Optimize Java
ARM’s upcoming ARMv8 architecture will form the basis for several processors that will end up in servers. Now the firm has announced that it will work with Oracle to optimise Java SE for the architecture to squeeze out as much performance as possible.
ARM’s chip licensees are looking to the 64-bit ARMv8 architecture to make a splash in the low-power server market and go up against Intel’s Atom processors. However unlike Intel that can make use of software already optimised for x86, ARM and its vendors need to work with software firms to ensure that the new architecture will be supported at launch.
Oracle’s Java is a vital piece of software that is used by enterprise firms to run back-end systems, so poor performance from the Java virtual machine could be a serious problem for ARM and its licensees. To prevent that, ARM said it will work with Oracle to improve performance, boot-up performance and power efficiency, and optimize libraries.
Henrik Stahl, VP of Java Product Management at Oracle said, “The long-standing relationship between ARM and Oracle has enabled our mutual technologies to be deployed across a broad spectrum of products and applications.
“By working closely with ARM to enhance the JVM, adding support for 64-bit ARM technology and optimizing other aspects of the Java SE product for the ARM architecture, enterprise and embedded customers can reap the benefits of high-performance, energy-efficient platforms based on ARM technology.”
A number of ARM vendors including x86 stalwart AMD are expected to bring out 64-bit ARMv8 processors in 2014, though it is thought that Applied Micro will be the first to market with an ARMv8 processor chip later this year.
Intel Releases 16GB Xeon Phi
Intel has announced five Xeon Phi accelerators including a high density add-in card while upping memory capacity to 16GB.
Intel has managed to get its Xeon Phi accelerator cards to power the Tianhe-2 cluster to the summit of the Top 500 list, however the firm isn’t waiting around to bring out new products. At the International Supercomputing show, Intel extended its Xeon Phi range with five new products, all of which have more than one TFLOPS double precision floating point performance, and the Xeon Phi 7120P and 7120X cards, which have 16GB of GDDR5 memory.
Intel’s Xeon Phi 7120P and 7120X cards have peak double precision floating point performance of over 1.2 TFLOPS, with 352GB/s bandwidth to the 16GB of GDDR5 memory. The firm also updated its more modest Xeon Phi 3100 series with the 3120P and 3120A cards, both with more than one TFLOPS of double precision floating point performance and 6GB of GDDR5 memory with bandwidth of 240GB/s.
Intel has also brought out the Xeon Phi 5120D, a high density card that uses mini PCI-Express slots. The firm said that the Xeon Phi 5120D card offers double precision floating point performance of more than one TFLOPS and 8GB of GDDR5 memory with bandwidth greater than 300GB/s.
That Intel is concentrating on double precision floating point performance with its Xeon Phi accelerators highlights the firm’s focus on research rather than graphics rendering or workstation tasks. However the firm’s ability to pack 16GB into its Xeon Phi 7100 series cards is arguably the most important development, as larger locally addressable memory means higher resolution simulations.
Intel clearly seems to believe that there is significant money to be made in the high performance PC market, and despite early reservations from industry observers the firm seems to be ramping up its Xeon Phi range at a rate that will start to give rival GPGPU accelerator designer Nvidia cause for concern.