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Can DirectX-12 Give Mobile A Boot?

April 16, 2014 by  
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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.

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AMD, Intel & nVidia Go OpenGL

April 7, 2014 by  
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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.

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Is AMD Worried?

March 17, 2014 by  
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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.

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AMD’s Richland Shows Up

September 26, 2013 by  
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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.

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AMD’s Kaveri Coming In Q4

September 19, 2013 by  
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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.

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ARM Seeing Growth

October 31, 2012 by  
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ARM and Vivante have achieved significant market share gains in the system-on-chip (SoC) GPU market while Imagination and Qualcomm have seen their market shares fall.

ARM has been aggressively pushing its Mali GPU design for the last two years, while Vivante has ridden the surge in Chinese tablet sales, and these factors have resulted in both firms increasing market shares. Analyst outfit Jon Peddie Research claimed that ARM and Vivante scored first half 2012 SoC GPU market shares of 12.9 percent and 9.8 percent, respectively, while the SoC GPU market share leaders Imagination and Qualcomm both suffered declines.

ARM more than doubled its market share from the same period a year ago while Vivante went even better by almost quadrupling its market share. Not only were both firms claiming large pieces of the pie, Jon Peddie Research claimed the SoC GPU market had increased by 91.3 percent, suggesting that Qualcomm and Imagination are having a harder time getting new business. Jon Peddie told The INQUIRER that new vendors are entering the market, typically with lower prices to earn customers.

Nvidia’s SoC GPU operations accounted for 2.5 percent of the total smartphone and tablet market, which given that the firm doesn’t license out its GPU designs is pretty impressive. Nvidia could see its market share increase if Microsoft’s Surface tablet sells well.

Source…

Will ARM Get OpenCL Certification?

August 15, 2012 by  
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ARM has submitted its Mali-T604 GPU for OpenCL certification.

ARM’s Mali GPUs have so far shyed away from GPGPU support, however as smartphones and tablets are not expected to see an ever growing number of processor cores the cries for OpenCL support in its GPUs have been growing louder. Now ARM has submitted its Mali-T604 GPU to the Khronos consortium for full profile OpenCL certification.

The Khronos consortium oversees the development of OpenCL and the high-level language is supported by a number of firms including AMD, Nvidia and Intel on their latest GPUs. However until now there hasn’t been an OpenCL certified GPU that is used in smartphones, though firms such as Zii Labs also boast OpenCL support for their chips.

ARM said, “Building on a scalable multicore, multi-pipeline architecture design, the Mali-T600 Series GPU includes a number of advanced features. In particular, native scalar and vector operations for OpenCL’s integer and floating point data types (including 64-bit); support for static and dynamic compilation; hardware accelerated image and sampler data types; fast atomic operations and compliance to IEEE754-2008 precision requirements.

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