Showing posts with label Hardware. Show all posts
Showing posts with label Hardware. Show all posts
Saturday, May 7, 2011

SLI Arrives on AMD 9-Series Motherboards

    SLI Arrives on AMD 9-Series Motherboards

    3:20 PM - April 28, 2011 by Kevin Parrish -
    source: Nvidia
    Nvidia is licensing its SLI technology for AMD 990FX, 990X and 970 chipsets.
    As reported earlier, Nvidia is now licensing SLI technology to manufacturers of AMD motherboards despite its rivalry with the company in the GPU sector. SLI will be made available for boards playing host to AMD's 990FX, 990X and 970 chipsets.
    "Long term gamers probably remember that for a long time AMD offered great high-end CPUs, but in recent years, AMD’s stature as the preferred gaming CPU fell by the wayside and Intel CPUs have been the gamers’ choice," Nvidia's Tom Petersen explained in an official blog. "For this reason, we’ve only licensed SLI for motherboards with Intel chipsets."
    Previously AMD users required an unofficial patch to make SLI work on their AMD-based motherboards. But then news of Nvidia's official support for 9-series chipset boards surfaced last month by way of a leaked slide. It showed that the AMD 990FX chipset is capable of supporting two PCIe x16 slots or four PCIe x8 slots for running 2-way (2 x16) or 3-way (3 x8) SLI. As for the AMD 990X, the chipset only supports 2-way SLI (2 x8). There was no mention of the 970 chipset.
    The slide also stated that SLI on AMD 9-Series chipsets use the same "key" technology that Intel SLI platforms use and the same certification process (the same SBIOS support is required). It also said there will be no support for Nvidia's nF200 bridge chip which was designed to work with Socket A AMD processor and DDR333/400 memory.
    "We’ve been recently hearing chants of 'SLI for AMD CPUs,' and figured that now is a great time to do it," Petersen said. "After all, we want to make sure gamers can benefit from the new CPU competitive landscape and ensure they have NVIDIA SLI – the highest performance, most stable multi-GPU solution - to game on! According to Steam, 93-percent of all multi-GPU systems in use today use SLI."
    Asus, Gigabyte, ASRock, and MSI are among the first motherboard manufacturers to offer SLI support, with more coming on board shortly.
    Source URL: https://sonic-generations.blogspot.com/search/label/Hardware
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Intel Makes 22nm 3-D Tri-Gate Tech for Ivy Bridge

    Intel Makes 22nm 3-D Tri-Gate Tech for Ivy Bridge
    6:20 PM - May 4, 2011 by Marcus Yam -
    source: Tom's Hardware US
    Moore's Law continues.
    Intel Corporation today announced transistors using a three-dimensional structure will be put into high-volume manufacturing. Intel introduced a revolutionary 3-D transistor design called Tri-Gate, first disclosed by Intel in 2002, into high-volume manufacturing at the 22-nanometer node in Ivy Bridge.
    The company qualified 3-D Tri-Gate transistors as a reinvention of the transistor. The traditional "flat" two-dimensional planar gate is replaced with an incredibly thin three-dimensional silicon fin that rises up vertically from the silicon substrate. Control of current is accomplished by implementing a gate on each of the three sides of the fin – two on each side and one across the top – rather than just one on top, as is the case with the 2-D planar transistor. The additional control enables as much transistor current flowing as possible when the transistor is in the "on" state (for performance), and as close to zero as possible when it is in the "off" state (to minimize power), and enables the transistor to switch very quickly between the two states (again, for performance).
    Check out this video below for a visual aid.

    Intel 22nm 3-D Tri-Gate Transistor Technology
    Since these fins are vertical in nature, transistors can be packed closer together, a critical component to the technological and economic benefits of Moore's Law. Intel also points out that, for future generations, designers also have the ability to continue growing the height of the fins to get even more performance and energy-efficiency gains.
    Intel's 3-D Tri-Gate transistors enable chips to operate at lower voltage with lower leakage, providing improved performance and energy efficiency compared to previous state-of-the-art transistors. The capabilities give chip designers the flexibility to choose transistors targeted for low power or high performance, depending on the application.
    According to Intel's numbers, the 22nm 3-D Tri-Gate transistors provide up to 37 percent performance increase at low voltage versus Intel's 32nm planar 2-D transistors. Alternatively, the new transistors consume less than half the power when at the same performance as 2-D planar transistors on 32nm chips.
    "For years we have seen limits to how small transistors can get," said Intel co-founder Gordon Moore. "This change in the basic structure is a truly revolutionary approach, and one that should allow Moore's Law, and the historic pace of innovation, to continue."
    Today, Intel demonstrated the world's first 22nm microprocessor, codenamed "Ivy Bridge," working in a laptop, server and desktop computer. Ivy Bridge-based Core family processors will be the first high-volume chips to use 3-D Tri-Gate transistors. Ivy Bridge is slated for high-volume production readiness by the end of this year.

    Intel 22nm 3-D Tri-Gate Transistor Technology
    Source URL: https://sonic-generations.blogspot.com/search/label/Hardware
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Nvidia: The Future of Graphics Processing

    Nvidia: The Future of Graphics Processing

    7:50 PM - May 6, 2011 by Kevin Parrish -
    source: Tom's Hardware US
    Nvidia's Tony Tamasi took ECGC 2011 attendees on a trip to the past, to the present, and to the future of both GPU rendering and mobile graphics.
    During ECGC 2011, Nvidia senior vice president of content and technology Tony Tamasi made a startling prediction during his keynote presentation called "The Future of Graphics Processing." He claimed that GPU performance will increase1000-percent by 2015, allowing graphics cards to generate real-time ray tracing and procedurally generated smoke at 30 to 60 frames per second.
    To put this into perspective, Nvidia's latest GPU can churn out the same photo-realistic graphics at 2 frames per second. Obviously that's not practical for gamers at this point. But for digital artists, product and automobile designers, this is a virtual holy grail. Gone are the days of making simple changes and then having to wait an hour or two for the image to be redrawn. Instead, it could take mere second depending on the artwok's complexity. But in a FPS environment, one or two frames per second isn't even worth a glance.
    To back up his claim, Tamasi presented a timeline on how the GPU has progressed since the days of GLQuake using screenshots of several games (Quake 2, Call of Duty, Battlefield 3) to represent stages in the evolution. At the same time, he also detailed hardware features that have been added along the way including transform and lighting, programmable shading and so on.
    But he also threw up a chart on the big screen that listed GPU specs dating 2007, 2011 and 2015. In 2007, GPUs featured a texture performance of 12.3 giga-transfers per second (GT/s), an antialiasing performance of 10.3 giga-samples per second (GS/s), a memory bandwidth of 63.4 gigabytes per second (GB/s), geometry running at 0.3 triangles per second (Gtri/s) and a floating point of 228 giga-flops (Gflop/s). In 2011, Nvidia's latest GPU features a texture performance of 84.5 GT/s, antialiasing performance of 37.0 GS/s, a memory bandwidth of 192.4 GB/s, geometry running at 3.1 Gtri/s and a floating point of 2703 Gflop/s.
    Now here's the kicker. Based on the compound annual growth rate between 2007 and 2011 (1.94, 1.56, 1.47, 2.34 and 2.35 respectively), Nvidia predicts that a 2015 GPU will feature a texture performance of 579.7 GT/s, antialiasing performance of 133.8 GS/s, and a memory bandwidth of 584.1 GB/s. Geometry will be at a staggering 37.2 Gtri/s and the floating point will be up to 32039.8 Gflop/s.
    Given that a large portion of the audience probably owned Microsoft's Xbox 360 gaming console (guilty as charged), he didn't leave them out of the picture. The console, which launched in 2005, features a GPU with a texture performance of 8 GT/s, an antialiasing performance of 16 GS/s, a memory bandwidth of 22.4 GB/s, geometry running at 0.3 Gtri/s and a floating point of 240 Gflop/s. When compared with a 2007 PC GPU, the console outperforms in antialiasing and floating point. But as Tamasi noted, the geometry numbers remained flatlined on both PC and Xbox 360 for years.
    Looking over the charts and hearing Tamasi's prediction of real-time ray tracing at acceptable, nearly fluid levels in 2015, you have to wonder: is this the end of the road? Is it even possible to push graphics beyond photo-realism? When will the GPU run out of gas? When will performance taper off? Tamasi says he's asked that quite a lot.
    "I don't know when it's going to be done," he admitted to the audience. "Which from my perspective, that's a good thing. And probably for all of us too because as soon as people see it as 'done,' then innovation starts to change. And it starts to go from being an innovation-driven industry to basically a lowest-common-denominator kind of cost-driven economy. There's innovation there but a different kind of innovation."
    Later on after the keynote, I wanted to take this topic a little further. Seeing the visual difference between Quake 2 and Battlefield 3 made me think of Jack Thompson and the term he seemingly likes to throw around, killer simulator. Quake 2 and Call of Duty look like games-- they attempt to imitate reality (well mostly CoD) but there's a clear difference. Battlefield 3 images borderline on realistic. With developers pushing for realism and Nvidia pushing technology to provide realism, when does it go too far? When do games cross the line from being a simple game for entertainment, to a real-life simulator?
    He agreed that you can definitely overdo it. You can have a movie that's focused on special effects and no story, and it's a crappy movie. If you have a game with all graphics and no game, you have no gameplay. You can definitely have a great game that doesn't sport stunning eye candy. But certain genres-- FPS primarily-- have come to require top-notch, bleeding-edge visuals-- fans have simply come to expect high-end visuals in that particular genre.
    Later on Mark Cerny spoke of a vicious cycle in the following keynote, where consumers demand more, developers and hardware manufacturers produce more, requiring larger budgets, and then consumer demand require even more on top of that. On the FPS front at least, the genre has mostly matured from a gaming aspect to a simulator aspect, and doesn't appear to have any kind of "end" in sight.
    And just as we entered a golden era by moving from pixels to polygons (and thus adding native OpenGL support), the mobile front is now entering a similar, exciting era. "[Mobile] gameplay innovation has been re-invigorated," he told me after the keynote, saying we'll essentially ride that new wave out until there's an overall standard, and then the graphics front should escalate dramatically. We're already experiencing a steep escalation now as it is thanks to a dramatic increase in mobile hardware performance.
    Given the rapid advancement in mobile (smartphone, tablet) technology, will these devices actually replace netbooks in the near future? Netbooks will be wedged out, he said, but not notebooks because it's a form factor most consumers are familiar with. It has a larger display and an integrated keyboard. "There's a place in the universe for that form factor," he said.
    While that indeed may be true, I saw a large number of tablets throughout the convention, seen both within the sessions and the keynotes. Although there were notebook users present at the show (this one included), tablets by far outweighed the older form factor. But as he said, there's a place in the universe for notebooks just as there's a place in the universe for a 1000-watt PC playing host to three Nvidia GeForce GTX 580 cards in SLI.
    Getting back to the topic at hand, a large chunk of Tamasi's presentation focused on the road Nvidia has taken since the days of GLQuake, to where the GPUs stand now in terms of what they can crank out on a visual level. As mentioned in another article, Nvidia and Epic presented the DirectX 11-drenched "Samaritan" video in real-time behind closed doors, showcasing the current state of GPU technology in a 3-way SLI configuration. A video version was also shown during Tamasi's keynote even though the monster rig used in the private demo sat at his feet on stage like a dark, ferocious beast poised and ready for attack. I didn't see any Scooby snacks, either.
    On a side note, he openly admitted that he was thrilled many people in the industry believed the demo to be pre-rendered like most cinematics. But it's not. It runs in real-time and he believes Nvidia has reached a milestone to where "many people's perception of what's possible in real time has been completely changed," that what can be accomplished today was achieved as an offline, pre-rendered video five to six years ago.
    The next half of his keynote focused on mobile, claiming that the latest generation resides in the DirectX 9 class. But he then offered an interesting view of mobile's future: take all the "amazing" technological advances primarily manifested on the PC (as it tends to advance a level every year), the content developed for the consoles (because, let's face it, we're in the Era of Consoles whether you like it or not), and cram it all into a mobile form factor you can take with you wherever you go (as in stick it in your pocket). That is apparently Nvidia's vision of Tegra.
    The next segment regarding Tegra's roadmap was more of a rehash of what we already know, and he whipped out the familiar Tegra slide listing upcoming SOC's named after heroes from the DC and Marvel comics: Kal-El in 2011 (5x faster than the current Tegra 2), Wayne in 2012 (10x), Logan in 2013 (50x) and Stark (75x). As seen on the slide, the CPU aspect of Kal-El outperforms the Intel Core 2 Duo T7200 processor and is 4x away from the current generation of gaming consoles... in a mobile form factor. That said, new mobile devices should pass current-gen consoles in computing performance within the next few years.
    Tamasi said that things didn't really get interesting on the mobile front until programmable pixel shading was introduced. He also said that the first iPhone was "truly revolutionary" and completely turned the mobile smartphone industry around-- absolutely a fantastic product that brought real computing to a mobile platform in a truly useful way. It also caused everyone else outside Apple to completely re-think their mobile strategy. "No doubt about it, they'll all tell you the same thing," he said.
    At the end of his keynote, Tamasi played Blizzard's awesome cinematic for World of Warcraft: Cataclysm, saying that some aspects will be possible to render in real-time within the next four to five years: the fire, level of geometric complexity, a lot of the smoke simulations, and more. He told the audience to look back at the original Call of Duty and then play the "Samaritan" video-- you'll then see it's not all that impossible to imagine real-time ray tracing and whatnot within the next five years.
    After the show, Tamasi said something interesting that made me realize there will probably never be an "end" as far as pushing the graphics boundary or pumping out the next level of hardware: you can't develop the next generation of gaming content on a 1-watt phone. As long as gamers demand more, software and hardware will supply the goods.
    Source URL: https://sonic-generations.blogspot.com/search/label/Hardware
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Best PCI Express (PCIe) Card For $65

    Best PCI Express (PCIe) Card For $65:

    Radeon HD 5570 DDR3 (Check Prices)

    Great 1680x1050 performance in most games, 1920x1200 in many games with lowered detail
    Radeon HD 5570
    Codename:RV830
    Process:40 nm
    Universal Shaders:400
    Texture Units:40
    ROPs:8
    Memory Bus:128-bit
    Core Speed MHz:650
    Memory Speed MHz:900 (1800 effective)
    DirectX/Shader Model:DX 11/SM 5.0
    Max TDP:43 W
    We've seen the Radeon HD 5570 GDDR3 for as low as $60 online. This card delivers playable 1680x1050 performance in most games, and is a great starting point for a budget gaming machine or as an upgrade for anyone stuck using integrated graphics.
    Read our full review of AMD's Radeon HD 5570 for more information on the card and its underlying architecture.

    Best PCI Express (PCIe) Card For $80:

    Radeon HD 5670 (Check Prices)

    Exceptional 1680x1050 performance in most games, 1920x1200 in most games with lowered detail
    Radeon HD 5670
    Codename:RV830
    Process:40 nm
    Universal Shaders:400
    Texture Units:20
    ROPs:8
    Memory Bus:128-bit
    Core Speed MHz:775
    Memory Speed MHz:1000 (4000 effective)
    DirectX/Shader Model:DX 11/SM 5.0
    Max TDP:61 W
    The Radeon HD 5670 is the most powerful reference card you can buy that doesn't require an auxiliary PCIe power cable.
    This card offers DirectX 11 compatibility, along with all of the other Radeon HD 5000-series features, such as multi-display support and high-def audio bitstreaming. Folks planning to buy one for a budget-oriented triple-monitor Eyefinity setup have to pay attention, as some manufacturers don't include the DisplayPort output needed to use three monitors simultaneously.
    Read our full review of AMD's Radeon HD 5670 for more information on the card and its underlying architecture.

    Best PCIe Card For ~$105:

    GeForce GTS 450 (Check Prices)

    Exceptional 1680x1050 performance in most games, 1920x1200 in most games with lowered details
    GeForce GTS 450
    Codename:GF106
    Process:40 nm
    Universal Shaders:192
    Texture Units:32
    ROPs:16
    Memory Bus:128-bit
    Core/Shader Speed MHz:783 / 1566
    Memory Speed MHz:902 (3608 effective)
    DirectX/Shader Model:DX 11/SM 5.0
    Max TDP:106 W
    The average frame rates seen from this card are quite close to the older and cheaper Radeon HD 4850 and GeForce GTS 250. But this newer model offers support for DirectX 11 and high-def audio bitstreaming over HDMI. The GeForce GTS 450's raw performance is slightly higher than the Radeon HD 5750, although the Radeon appears to perform a little better when anti-aliasing is employed (probably due to its increased memory bandwidth). Since the GeForce can be had for less money (there's one model below $100 on Newegg right now), and Radeon HD 5770 prices are dropping, the slightly more expensive Radeon HD 5750 is squeezed out of a recommendation.
    Read our full review of Nvidia's GeForce GTS 450 for more information on the card and its accompanying architecture.


    source : here
    Source URL: https://sonic-generations.blogspot.com/search/label/Hardware
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