Samsung and HTC
are flirting with advanced home automation control in future Galaxy and
One smartphones, it’s reported, turning new smartphones into universal
remotes for lighting, entertainment, and more. The two companies are
each separately working on plans for what Pocket-lint‘s source describes as “home smartphones” that blur the line between mobile products and gadgets found around the home.
For Samsung, the proposed solution is to embed ZigBee into its new phones, it’s suggested. The low-power networking system – already found in products like Philips’ Hue
remote-controlled LED lightbulbs, along with Samsung’s own ZigBee bulbs
– creates mesh networks for whole-house coverage, and can be embedded
into power switches, thermostats, and more.
Samsung is already a member of the ZigBee Alliance, and has been
flirting with remote control functionality – albeit using the somewhat
more mundane infrared standard – in its more recent Galaxy phones. The
Galaxy S 4, for instance, has an IR blaster that, with the accompanying
app, can be used to control TVs and other home entertainment kit.
HTC, meanwhile, is also bundling infrared with its recent devices;
the HTC One’s power button is actually also a hidden IR blaster, for
instance, and like Samsung the smartphone comes with a TV remote app
that can pull in real-time listings and control cable boxes and more.
It’s said to be looking to ZigBee RF4CE, a newer iteration which is specifically focused on home entertainment and home automation hardware.
Samsung is apparently considering a standalone ZigBee-compliant
accessory dongle, though exactly what they add-on would do is unclear.
HTC already has a limited range of accessories for wireless home use,
though focused currently on streaming media, such as the Media Link HD.
When we could expect to see the new devices with ZigBee support is
unclear, and course it will take more than just a handset update to get a
home equipped for automation. Instead, there’ll need to be greater
availability – and understanding – of automation accessories, though
there Samsung could have an edge given its other divisions make TVs,
fridges, air conditioners, and other home tech.
As a programmer who wants to write decent performing code, I am very
interested in understanding the architectures of CPUs and GPUs. However,
unlike desktop and server CPUs, mobile CPU and GPU vendors tend to do
very little architectural disclosure - a fact that we've been working
hard to change over the past few years. Often times all that's available
are marketing slides with fuzzy performance claims. This situation
frustrates me to no end personally. We've done quite a bit of low-level
mobile CPU analysis at AnandTech in pursuit of understanding
architectures where there is no publicly available documentation. In
this spirit, I wrote a few synthetic tests to better understand the
performance of current-gen ARM CPU cores without having to rely upon
vendor supplied information. For this article I'm focusing exclusively
on floating point performance.
We will look at 5 CPU cores today: the ARM Cortex A9, ARM Cortex A15,
Qualcomm Scorpion, Qualcomm Krait 200 and Qualcomm Krait 300. The test
devices are listed below.
Devices tested
Device
OS
SoC
CPU
Frequency
Number of cores
Samsung Galaxy SIIX (T989D)
Android 4.0
Qualcomm APQ8060
Scorpion
1.5GHz
2
Boundary devices BD-SL-i.mx6
Ubuntu Oneiric
Freescale i.mx6
Cortex-A9
1.0GHz
4
Blackberry Z10
Blackberry 10 (10.1)
Qualcomm MSM8960
Krait 200
1.5GHz
2
Google Nexus 10
Android 4.2.2
Samsung Exynos 5250
Cortex-A15
1.7GHz
2
HTC One
Android 4.1.2
Qualcomm Snapdragon 600
Krait 300
1.7GHz
4
I wanted to test the instruction throughput of various floating point
instructions. I wrote a simple benchmark consisting of a loop with a
large number of iterations. The loop body consisted of many (say 20)
floating point instructions with no data dependence between them. The
tests were written in C++ with gcc NEON intrisincs where required, and I
always checked the assembler to verify that the generated assembly was
as expected. There were no memory instructions inside the loop and thus
memory performance was not an issue. There were minimal dependencies in
the loop body. I tested the performance of scalar addition,
multiplication and multiply-accumulate for 32-bit and 64-bit floating
point datatypes. All the tested ARM processors also support the NEON
instruction set, which is a SIMD (single instruction multiple data)
instruction set for ARM for integer and floating point operations. I
tested the performance of 128-bit floating point NEON instructions for
addition, multiplication and multiply-accumulate.
Apart from testing throughput of individual instructions, I also wrote a
test for testing throughput of a program consisting of two types of
instructions: scalar addition and scalar multiplication instructions.
The instructions were interleaved, i.e. the program consisted of an
addition followed by a multiply, followed by another add, then another
multiply and so on. There were no dependencies between the additions and
following multiplies. You may be wondering the reasoning behind this
mixed test. Some CPU cores (such as AMD's K10 core) have two floating
point units but the two floating point units may not be identical. For
example, one floating point unit may only support addition while another
may only support multiplication. Thus, if we only test the additions
and multiplications separately, we will not see the peak throughput on
such a machine. We perform the mixed test to identify such cases.
All the tests mentioned above measure the amount of time taken for a
particular number of instructions and thus we get the instructions
executed per-second. We also need to know the frequency to get the
instructions executed per-cycle. Knowing the peak frequency of the
device is not enough because CPUs have multiple frequency states and the
tests may not be running at the advertised peak speeds. Thus, I also
wrote code to monitor the percentage of time spent in each frequency
state as reported by the kernel. The frequency was calculated as the
average of the frequency states weighted by percentage of time spent in
each state. The observed frequency on Scorpion (APQ8060) , Cortex A9
(i.mx6) and Cortex A15 (Exynos 5250) were 1.242 GHz, 992MHz and 1.7GHz
respectively on all tests except where noted in the results below.
However, as it turns out, the method I used for measuring the time
spent in each frequency state does not work on aSMP designs like the
Krait 200 based Snapdragon S4 and Krait 300 based Snapdragon 600. For
Krait 200, the results reported here are for MSM8960 which shouldn't
really have thermal throttling issues. My results on the MSM8960 also
line up quite neatly with the assumption that the CPU spent most or all
of its time in the test in the peak frequency state. Brian also ran the
test on a Nexus 4 and the results were essentially identical as both
have the same peak, which is additional confirmation that our results
are likely correct. Thus I will assume a frequency of 1.5 GHz while
discussing Krait 200 results. Results on Krait 300 (Snapdragon 600)
however are more mixed. I am not sure if it is reaching peak frequency
on all the tests and thus I am less sure of the per-cycle estimates on
this chip. Brian also ran the tests on another handset (LG Optimus G
Pro) with the same Snapdragon 600, and the results were qualitatively
very similar.
Now the results. First up, the raw data collected from the tests in gigaflops:
Performance of each CPU in GFlops on different tests
Scorpion
(APQ8060)
Cortex-A9
(i.mx6)
Krait 200
(MSM8960)
Cortex-A15
(Exynos 5250)
Krait 300
(Snapdragon 600)
Add (fp64)
1.23
0.99
1.33
1.55 @ 1.55 GHz
1.6
Add (fp32)
1.19
0.99
1.46
1.69
1.72
Mul (fp64)
0.61
0.50
1.48
1.69
1.72
Mul (fp32)
1.22
0.99
1.49
1.69
1.72
Mixed (fp64)
0.82
0.99
1.48
1.63
1.72
Mixed (fp32)
1.23
0.99
1.47
1.69
1.72
MAC (fp64)
1.23
0.99
1.48
3.35
2.65
MAC (fp32)
2.47
1.98
1.47
3.39
3.13
Add (fp32 NEON)
4.94
1.99
5.86
6.77
6.89
Mul (fp32 NEON)
4.89
1.99
5.76
6.77
6.89
MAC (fp32 NEON)
9.88
3.98
5.91
13.55
12.5
Before we discuss the results, it is important to keep in mind that the
results and per-cycle timing estimates reported are what I observed
from the tests. I did my best to ensure that the design of the tests was
very conducive to achieving high throughput. However, it is possible
there may be some cases where an architecture can achieve higher
performance than what what I was able to get out of my tests. With that
out of the way, lets look at the results.
In the data, we need to distinguish between number of instructions and
number of flops. I count scalar addition and multiply as one flop and
scalar MACs as two flops. I count NEON addition and multiply as four
flops and NEON MACs are counted as eight flops. Thus, we get the
following per-cycle instruction throughput estimates:
Estimated floating point instruction throughput per cycle
Scorpion
Cortex A9
Krait 200
Cortex A15
Krait 300
Add (fp64)
1
1
1
1
1
Add (fp32)
1
1
1
1
1
Mul (fp64)
1/2
1/2
1
1
1
Mul (fp32)
1
1
1
1
1
Mixed (fp64)
2/3
1
1
1
1
Mixed (fp32)
1
1
1
1
1
MAC (fp64)
1/2
1/2
1/2
1
7/9
MAC (fp32)
1
1
1/2
1
10/11
Add (fp32 NEON)
1
1/2
1
1
1
Mul (fp32 NEON)
1
1/2
1
1
1
MAC (fp32 NEON)
1
1/2
1/2
1
10/11
We start with the Cortex A9. Cortex A9 achieves throughput of 1
operation/cycle for most scalar instructions, except for fp64 MUL and
fp64 MAC, which can only be issued once every two cycles. The mixed test
reveals that though fp64 muls can only be issued every two cycles,
Cortex A9 can issue a fp64 add in the otherwise empty pipeline slot.
Thus, in the mixed test it was able to achieve throughput of 1
instruction/cycle. NEON implementation in Cortex A9 has a 64-bit
datapath and all NEON instructions take 2 cycles. Qualcomm's Scorpion
implementation of scalar implementations is similar to Cortex A9 except
that it seems unable to issue fp64 adds immediately after fp64 muls in
the mixed test. Scorpion uses a full 128-bit datapath for NEON and has
twice the throughput of Cortex A9.
Krait 200 features an improved multiplier, and offers 1
instruction/cycle throughput for most scalar and NEON instructions.
Interestingly, Krait 200 has half the per-cycle throughput for MAC
instructions, which is a regression compared to Scorpion. Krait 300
improves the MAC throughput compared to Krait 200, but still appears to
be unable to reach throughput of 1 instruction/cycle possibly revealing
some issues in the pipeline. An alternate explanation is that Snapdragon
600 reduced the frequency in the MAC tests for some unknown reason.
Without accurate frequency information, currently it is difficult to
make that judgment. Cortex A15 is the clear leader here, and offers
throughput of 1 FP instruction/cycle in all our tests.
In the big picture, readers may want to know how the the floating point
capabilities of these cores compares to x86 cores. I consider Intel's
Ivy Bridge and Haswell as datapoints for big x86 cores, and AMD Jaguar
as a datapoint for a small x86 core. For double-precision (fp64),
current ARM cores appear to be limited to 2 flops/cycle for FMAC-heavy
workloads and 1 flops/cycle for non-FMAC workloads. Ivy Bridge can have a
throughput of up to 8 flops/cycle and Haswell can do 16 flops/cycle
with AVX2 instructions. Jaguar can execute up to 3 flops/cycle. Thus,
current ARM cores are noticeably behind in this case. Apart from the
usual reasons (power and area constraints, very client focused designs),
current ARM cores also particularly lag behind in this case because
currently NEON does not have vector instructions for fp64. ARMv8 ISA
adds fp64 vector instructions and high performance implementations of
the ISA such as Cortex A57 should begin to reduce the gap.
For fp32, Ivy Bridge can execute up to 16 fp32 flops/cycle, Haswell can
do up to 32 fp32 flops/cycle and AMD's Jaguar can perform 8 fp32
flops/cycle. Current ARM cores can do up to 8 flops/cycle using NEON
instructions. However, ARM NEON instructions are not IEEE 754 compliant,
whereas SSE and AVX floating point instructions are IEEE 754 compliant.
Thus, comparing flops obtained in NEON instructions to SSE instructions
is not apples-to-apples comparison. Applications that require IEEE 754
compliant arithmetic cannot use NEON but more consumer oriented
applications such as multimedia applications should be able to use NEON.
Again, ARMv8 will fix this issue and will bring fully IEEE
754-compliant fp32 vector instructions.
To conclude, Cortex A15 clearly leads amongst the CPUs tested today
with Krait 300 very close behind. It is also somewhat disappointing that
none of the CPU cores tested displayed a throughput of more than 1 FP
instruction/cycle in these tests. I end at a cautionary note that the
tests here are synthetic tests that only stress the FP units. Floating
point ALU peaks are only a part of a microarchitecture. Performance of
real-world applications will depend upon rest of the microarchitecture
such as cache hierarchy, out of order execution capabilities and so on.
We will continue to make further investigations into these CPUs to
understand them better.
Ever since the introduction of the Apple TV there has been a
lot of discussion and speculation about apps for the device. I think
those discussions have missed some important technical aspects.
My Basic Assertion
Apple has sold over 13 million Apple TV boxes. This is a good market
size for attracting developers to the platform. It avoids the chicken
and egg problem where nobody wants to buy new hardware until there are
apps for it, and developers don’t want to invest in a new platform until
there are enough potential customers.
Apple TV customers are purchasing over 800,000 TV episodes and
350,000 movies per day. And Apple is continuously adding new services to
the current generation Apple TV, also indicating that this is not a
product that is about to be replaced.
Therefore, my basic assertion which the rest of this article builds upon is that an Apple TV SDK and subsequently apps for the Apple TV need to work on the current generation Apple TV hardware.
An Actual TV from Apple
For years there have been speculation that Apple is just about to
launch a flat screen TV with the Apple logo on it; to revolutionize our
living rooms. For the purposes of this article I will just posit that
any app capable hardware built into an Apple TV set will have to be
compatible with the current Apple TV box, per my basic assertion above.
The Apple TV SDK
The 3rd generation Apple already runs iOS, so “all” that’s missing is
an App Store, some people say. Oh, and a way to control apps other than
with the anemic Apple TV remote.
The solution to the latter problem is the new game controller API
introduced with iOS 7. I’m speculating that compatible game controllers
can come from third party accessory manufacturers as snap-ons to your
existing iDevices, and as low cost freestanding devices similar in form
factor to Wii remotes and other game console controllers. A minor
complication is that the existing Apple TV owners don’t have game
controllers, so if an App Store is introduced, I will not “just work”
for them.
More problematic is where purchased apps will be saved on the Apple
TV. The “black puck” generation Apple TV officially does not have any
internal storage. However iFixit’s tear down
showed that the device does have a 8 GB flash memory chip. Allegedly
this memory is used for caching streaming movies to improve the watching
experience.
8 GB seems a bit excessive for just a cache, so say that we allocate
half to storing apps. Remember back in the day when we only had 4 GB
storage on the original iPhone? How many high quality iOS games would
fit into 4 GB today?
So why not stream the apps too? Movies and music are great candidates
for streaming since you typically consume them linearly. Compiled code
is unfortunately not so predictable. There are other systems out there
that stream software, so it’s not an impossible problem. But it doesn’t
seem like a trivial thing to add on top of iOS when it was not initially
designed for this.
For this reason I think it’s unlikely that there will be an Apple TV SDK anytime soon.
Future Apple TV Hardware
Apple is no stranger to releasing new hardware that replaces and
obsoletes their current models. Releasing a new Apple TV that has
built-in storage would be easy for them. But wait, they already did
that. The first generation Apple TV had a built-in 40 or 160 GB hard
drive. Flip-flopping back to the hard drive design after they finally
found success with the current model, would be a strange product
evolution path.
What about flash memory? Even though Apple is the world’s largest
buyer of flash memory, it’s not cheap. The main technical differences
between the various iPhone/iPad/iPod models is the amount of flash
memory included. Take a look at the price differences to get a feel for
how expensive flash memory is. At the current $99 price the Apple TV
would be a stand-out in the game console market. At $199 it would be in a
crowd of low powered game machines.
AirPlay
The Apple TV can act as an AirPlay receiver for both audio and video.
iOS apps have been able to send streams over AirPlay since iOS 4.3 and
AirPlay mirroring is available in iDevices starting with iPhone 4S. I’ve
written
about the AirPlay potentials for app developers before. And there are
several games on the App Store that make use of AirPlay. What is new
this time around is the game controller API. This enhances game play in
several ways, including: Significant screen areas no longer need to be
dedicated to touch areas for your fingers to control the game. This
makes even less sense when you’re viewing the action on your TV and
(hopefully) not touching your TV to control the game. Also, with
physical buttons on a game controller you can keep your eyes on the big
TV screen instead of having to look down on your iDevice screen to see
where your fingers are.
I this regard agree with Kyle Richter
that the “Apple TV SDK” has already been launched. You will use the
iDevice you already own to purchase and play games on, and then use the
current Apple TV to display the action on your big TV screen so that
your friends and family can be part of the fun.
The game controller API will certainly enhance game play and raise
the awareness of gaming with your Apple TV. But it’s not a requirement,
as all games that support the game controller API presumably have to
work without a game controller connected.
New game console generations are launched about every 5-6 years.
People just don’t upgrade components in their entertainment system as
often as they upgrade their mobile phones. With this upgrade cycle Apple
can take advantage of newer gaming hardware much quicker than the
competitors if the games actually run on iDevices instead of on the
Apple TV.
AirPlay has a drawback in that there is a lag between the bits being
drawn on the screen on the iDevice and the image shows up on the Apple
TV. This could be irritating for some fast paced games. But this could
be countered in the app with some clever delay handling and by designing
your game mechanics with this in mind. When this is not possible, the
active player can use the iDevice screen and friends watching would look
at the TV not caring that there is a slight delay.
Multiplayer
iDevices can already communicate with each other, so a multiplayer
game can be done by having one device be the master that renders the
screen for all players, and the other devices just send the movements of
their players to the master.
With stand-alone game controllers (i.e. those that don’t snap on to
the device) you could connect multiple controllers to one iDevice for
multiplayer capability. This is even easier to handle from a programming
perspective.
What Does This Mean for Your App Business?
If you don’t already own an Apple TV go buy one. Also get that new
fancier flat screen TV you’ve been wanting. Write them off as business
expenses since you of course need these new toys to properly test your
apps.
If you are developing games, you should definitely add support for
the game controller API when you update your apps for iOS 7. Remember
that Apple loves to feature apps that make good use of new technologies
and APIs.
You should also consider supporting AirPlay. This is very easy to do.
The next level is to consider the Apple TV environment when you
design a new game. I’m sure there are many new and exciting game ideas
that will be invented over the next several months.
Touchscreen laptops appear to be rising in
popularity as the newest data from market research firm DisplayBank says
that touchscreen notebook shipments have jumped 51.8% during Q1 2013
compared to the previous quarter. A total of 4.57 million touchscreen
laptops were shipped during the quarter, making up 10% of all notebook
shipments during Q1 2013.
Throughout the entire Q1 2013 quarter, a total of 46 million laptops
were shipped, so 4.57 million touchscreen variants certainly isn’t a
lot, but with a healthy increase from the previous quarter, touchscreens
in laptops are becoming more popular than ever. Most likely, the number
of these kinds of laptops will only increase in the future.
Specifically, manufacturers like Lenovo, Acer and ASUS have set
higher targets for themselves to achieve over 20% of touchscreen market
share, which could be quite achievable, but it’s really only up to
consumers who want to adopt touchscreens in their laptops. We already
know Apple thinks that people don’t want them, but a 51.8% increase says otherwise.
Much of the adoption of touchscreen technology in laptops is thanks to Windows 8,
which includes a touchscreen-friendly start screen that you can swipe
and navigate around using your fingers. Of course, the new operating
system hasn’t received a lot of compliments lately, and its adoption
rate is slightly slower than what Microsoft or PC makers were expecting,
but most OEMs have added touchscreen laptops to their repertoire due in
part to Windows 8.
Plus, as laptop prices get lower and lower, touchscreen laptops will
become more affordable. Right now they’re quite on the pricey side, with
a decent machine running over $1,000, but former Intel CEO Paul
Otellini says that touchscreen laptops will break the $200 barrier in the near future, so the technology could eventually become the norm.
But
Contractor, a mechanical engineer with a background in 3D
printing, envisions a much more mundane—and ultimately more
important—use for the technology. He sees a day when every kitchen has a
3D printer, and the earth’s 12 billion people feed themselves
customized, nutritionally-appropriate meals synthesized one layer at a
time, from cartridges of powder and oils they buy at the corner grocery
store. Contractor’s vision would mean the end of food waste, because the
powder his system will use is shelf-stable for up to 30 years, so that
each cartridge, whether it contains sugars, complex carbohydrates,
protein or some other basic building block, would be fully exhausted
before being returned to the store.
Ubiquitous food synthesizers
would also create new ways of producing the basic calories on which we
all rely. Since a powder is a powder, the inputs could be anything that
contain the right organic molecules. We already know that eating meat is
environmentally unsustainable, so why not get all our protein from insects?
If eating something spat out by the same kind of 3D printers that are currently being used to make everything from jet engine parts to fine art
doesn’t sound too appetizing, that’s only because you can currently
afford the good stuff, says Contractor. That might not be the case once
the world’s population reaches its peak size, probably sometime near the end of this century.
“I
think, and many economists think, that current food systems can’t
supply 12 billion people sufficiently,” says Contractor. “So we
eventually have to change our perception of what we see as food.”
There will be pizza on Mars
The ultimate in molecular gastronomy. (Schematic of SMRC’s 3D printer for food.)SMRC
If
Contractor’s utopian-dystopian vision of the future of food ever comes
to pass, it will be an argument for why space research isn’t a complete
waste of money. His initial grant from NASA, under its Small Business
Innovation Research program, is for a system that can print food for
astronauts on very long space missions. For example, all the way to
Mars.
“Long distance space travel requires 15-plus years of shelf
life,” says Contractor. “The way we are working on it is, all the carbs,
proteins and macro and micro nutrients are in powder form. We take
moisture out, and in that form it will last maybe 30 years.”
Pizza
is an obvious candidate for 3D printing because it can be printed in
distinct layers, so it only requires the print head to extrude one
substance at a time. Contractor’s “pizza printer” is still at the
conceptual stage, and he will begin building it within two weeks. It
works by first “printing” a layer of dough, which is baked at the same
time it’s printed, by a heated plate at the bottom of the printer. Then
it lays down a tomato base, “which is also stored in a powdered form,
and then mixed with water and oil,” says Contractor.
Finally, the
pizza is topped with the delicious-sounding “protein layer,” which could
come from any source, including animals, milk or plants.
The prototype for Contractor’s pizza printer (captured in a video,
above) which helped him earn a grant from NASA, was a simple chocolate
printer. It’s not much to look at, nor is it the first of its kind, but at least it’s a proof of concept.
Replacing cookbooks with open-source recipes
SMRC’s prototype 3D food printer will be based on open-source hardware from the RepRap project.RepRap
Remember
grandma’s treasure box of recipes written in pencil on yellowing note
cards? In the future, we’ll all be able to trade recipes directly, as
software. Each recipe will be a set of instructions that tells the
printer which cartridge of powder to mix with which liquids, and at what
rate and how it should be sprayed, one layer at time.
This will
be possible because Contractor plans to keep the software portion of his
3D printer entirely open-source, so that anyone can look at its code,
take it apart, understand it, and tweak recipes to fit. It would of
course be possible for people to trade recipes even if this printer were
proprietary—imagine something like an app store, but for recipes—but
Contractor believes that by keeping his software open source, it will be
even more likely that people will find creative uses for his
hardware. His prototype 3D food printer also happens to be based on a
piece of open-source hardware, the second-generation RepRap 3D printer.
“One
of the major advantage of a 3D printer is that it provides personalized
nutrition,” says Contractor. “If you’re male, female, someone is
sick—they all have different dietary needs. If you can program your
needs into a 3D printer, it can print exactly the nutrients that person
requires.”
Replacing farms with sources of environmentally-appropriate calories
2032: Delicious Uncle Sam’s Meal Cubes are laser-sintered from granulated mealworms; part of this healthy breakfast.TNO Research
Contractor
is agnostic about the source of the food-based powders his system uses.
One vision of how 3D printing could make it possible to turn just about
any food-like starting material into an edible meal was outlined by TNO
Research, the think tank of TNO, a Dutch holding company that owns a
number of technology firms.
In TNO’s vision of a future of 3D printed meals, “alternative ingredients” for food include:
algae
duckweed
grass
lupine seeds
beet leafs
insects
From astronauts to emerging markets
While
Contractor and his team are initially focusing on applications for
long-distance space travel, his eventual goal is to turn his system for
3D printing food into a design that can be licensed to someone who wants
to turn it into a business. His company has been “quite successful in
doing that in the past,” and has created both a gadget that uses microwaves to evaluate the structural integrity of aircraft panels and a kind of metal screw that coats itself with protective sealant once it’s drilled into a sheet of metal.
Since
Contractor’s 3D food printer doesn’t even exist in prototype form, it’s
too early to address questions of cost or the healthiness (or not) of
the food it produces. But let’s hope the algae and cricket pizza turns
out to be tastier than it sounds.
A desktop PC used to need a lot of different chips to make it work.
You had the big parts: the CPU that executed most of your code and the
GPU that rendered your pretty 3D graphics. But there were a lot of
smaller bits too: a chip called the northbridge handled all
communication between the CPU, GPU, and RAM, while the southbridge
handled communication between the northbridge and other interfaces like
USB or SATA. Separate controller chips for things like USB ports,
Ethernet ports, and audio were also often required if this functionality
wasn't already integrated into the southbridge itself.
As chip manufacturing processes have improved, it's now possible to
cram more and more of these previously separate components into a single
chip. This not only reduces system complexity, cost, and power
consumption, but it also saves space, making it possible to fit a
high-end computer from yesteryear into a smartphone that can fit in your
pocket. It's these technological advancements that have given rise to
the system-on-a-chip (SoC), one monolithic chip that's home to all of
the major components that make these devices tick.
The fact that every one of these chips includes what is essentially
an entire computer can make keeping track of an individual chip's
features and performance quite time-consuming. To help you keep things
straight, we've assembled this handy guide that will walk you through
the basics of how an SoC is put together. It will also serve as a guide
to most of the current (and future, where applicable) chips available
from the big players making SoCs today: Apple, Qualcomm, Samsung,
Nvidia, Texas Instruments, Intel, and AMD. There's simply too much to
talk about to fit everything into one article of reasonable length, but
if you've been wondering what makes a Snapdragon different from a Tegra,
here's a start.
Putting a chip together
A
very simplified look at the layout of Samsung's Exynos 5 Dual. The CPU
and GPU are there, but they're just small pieces of the larger puzzle.
Samsung
There's no discussion of smartphone and tablet chips that can happen
without a discussion of ARM Holdings, a British company with a long
history of involvement in embedded systems. ARM's processors (and the
instruction set that they use, also called ARM) are designed to consume
very small amounts of power, much less than the Intel or AMD CPUs you
might find at the heart of a standard computer. This is one of the
reasons why you see ARM chips at the heart of so many phones and tablets
today. To better understand how ARM operates (and to explain why so
many companies use ARM's CPU designs and instruction sets), we first
must talk a bit about Intel.
Intel handles just about everything about its desktop and laptop CPUs
in-house: Intel owns the x86 instruction set its processors use, Intel
designs its own CPUs and the vast majority of its own GPUs, Intel
manufactures its own chips in its own semiconductor fabrication plants
(fabs), and Intel handles the sale of its CPUs to both hardware
manufacturers and end users. Intel can do all of this because of its
sheer size, but it's one of the only companies able to work this way.
Even in AMD's heyday, the company was still licensing the x86
instruction set from Intel. More recently, AMD sold off its own fabs—the
company now directly handles only the design and sale of its
processors, rather than handling everything from start to finish.
ARM's operation is more democratized by design. Rather than making
and selling any of its own chips, ARM creates and licenses its own
processor designs for other companies to use in their chips—this is
where we get things like the Cortex-A9 and the Cortex-A15 that sometimes
pop up in Ars phone and tablet reviews. Nvidia's Tegra 3 and 4,
Samsung's Exynos 4 and 5, and Apple's A5 processors are all examples of
SoCs that use ARM's CPU cores. ARM also licenses its instruction set for
third parties to use in their own custom CPU designs. This allows
companies to put together CPUs that will run the same code as ARM's
Cortex designs but have different performance and power consumption
characteristics. Both Apple and Qualcomm (with their A6 and Snapdragon
S4 chips, respectively) have made their own custom designs that exceed
Cortex-A9's performance but generally use less power than Cortex-A15.
The situation is similar on the graphics side. ARM offers its own
"Mali" series GPUs that can be licensed the same way its CPU cores are
licensed, or companies can make their own GPUs (Nvidia and Qualcomm both
take the latter route). There are also some companies that specialize
in creating graphics architectures. Imagination Technologies is probably
the biggest player in this space, and it licenses its mobile GPU
architectures to the likes of Intel, Apple, and Samsung, among others.
Chip designers take these CPU and GPU bits and marry them to other
necessary components—a memory interface is necessary, and specialized
blocks for things like encoding and decoding video and processing images
from a camera are also frequent additions. The result is a single,
monolithic chip called a "system on a chip" (SoC) because of its
more-or-less self-contained nature.
Enlarge/ A good example of a "package on package" design that stacks the RAM on top of the rest of the SoC.
There are two things that sometimes don't get integrated into the SoC
itself. The first is RAM, which is sometimes a separate chip but is
often stacked on top of the main SoC to save space (a method called
"package-on-package" or PoP for short). A separate chip is also
sometimes used to handle wireless connectivity. However, in smartphones
especially, the cellular modem is also incorporated into the SoC itself.
While these different ARM SoCs all run the same basic code, there's a
lot of variety between chips from different manufacturers. To make
things a bit easier to digest, we'll go through all of the major ARM
licensees and discuss their respective chip designs, those chips'
performance levels, and products that each chip has shown up in. We'll
also talk a bit about each chipmaker's plans for the future, to the
extent that we know about them, and about the non-ARM SoCs that are
slowly making their way into shipping products. Note that this is not
intended to be a comprehensive look at all ARM licensees, but rather a
thorough primer on the major players in today's and tomorrow's phones
and tablets.
Apple
Apple's
chips appear exclusively in Apple's phones and tablets, and iOS is
optimized specifically for them. This lets Apple get good performance
with less RAM and fewer CPU cores than other companies' high-end chips.
Jacqui Cheng
We'll tackle Apple's chips first, since they show up in a pretty
small number of products and are exclusively used in Apple's products.
We'll start with the oldest models first and work our way up.
The Apple A4 is the oldest chip still used by current Apple products,
namely the fourth generation iPod touch and the free-with-contract
iPhone 4. This chip marries a single Cortex A8 CPU core to a single-core
PowerVR SGX 535 GPU and either 256MB or 512MB of RAM (for the iPod and
iPhone, respectively). This chip was originally introduced in early 2010
with the original iPad, so it's quite long in the tooth by SoC
standards. Our review of the fifth generation iPod touch
shows just how slow this thing is by modern standards, though Apple's
tight control of iOS means that it can be optimized to run reasonably
well even on old hardware (the current version of iOS runs pretty well on the nearly four-year-old iPhone 3GS).
Next up is the Apple A5, which despite being introduced two years ago
is still used in the largest number of Apple products. The
still-on-sale iPad 2, the iPhone 4S, the fifth-generation iPod touch,
and the iPad mini all have the A5 at their heart. This chip combines a
dual-core Cortex A9 CPU, a dual-core PowerVR SGX 543MP2 GPU, and 512MB
of RAM. Along with the aforementioned heavy optimization of iOS, this
combination has made for quite a longevous SoC. The A5 also has the
greatest number of variants of any Apple chip: the A5X used the same CPU
but included the larger GPU, 1GB of RAM, and wider memory interface
necessary to power the third generation iPad's then-new Retina display,
and a new variant with a single-core CPU was recently spotted in the Apple TV.
Finally, the most recent chip: the Apple A6. This chip, which to date
has appeared only in the iPhone 5, marries two of Apple's
custom-designed "Swift" CPU cores to a triple-core Imagination
Technologies PowerVR SGX 543MP3 GPU and 1GB of RAM, roughly doubling the
performance of the A5 in every respect. The CPU doubles the A5's
performance both by increasing the clock speed and the number of
instructions-per-clock the chip can perform relative to Cortex A9. The
GPU gets there by adding another core and increasing clock speeds. As
with the A5, the A6 has a special A6X variant used in the full-sized
iPad that uses the same dual-core CPU but ups the ante in the graphics
department with a quad-core PowerVR SGX 554MP4 and a wider memory
interface.
Enlarge/
The "die shot" of Apple's A6, as done by Chipworks. They've highlighted
the CPU and GPU cores, but there are lots of other components that make
up an SoC.
Apple SoCs all prioritize graphics performance over everything else, both to support the large number of games available
for the platform and to further Apple's push toward high-resolution
display panels. The chips tend to have less CPU horsepower and RAM than
the chips used in most high-end Android phones (Apple has yet to ship a
quad-core CPU, opting instead to push dual-core chips), but tight
control over iOS makes this a non-issue. Apple has a relative handful of
iOS devices it needs to support, so it's trivial for Apple and
third-party developers to make whatever tweaks and optimizations they
need to keep the operating system and its apps running smoothly even if
the hardware is a little older. Whatever you think of Apple's policies
and its "walled garden" approach to applications, this is where the
tight integration between the company's hardware and software pays off.
Knowing what we do about Apple's priorities, we can make some pretty
good educated guesses about what we'll see in a hypothetical A7 chip
even if the company never gives details about its chips before they're
introduced (or even after, since we often have to rely on outfits like Chipworks to take new devices apart before we can say for sure what's in them).
On the CPU side, we'd bet that Apple will focus on squeezing more
performance out of Swift, whether by improving the architecture's
efficiency or increasing the clock speed. A quad-core version is
theoretically possible, but to date Apple has focused on fewer fast CPU
cores rather than more, slower ones, most likely out of concern about
power consumption and the total die size of the SoC (the larger the
chip, the more it costs to produce, and Apple loves its profit margins).
As for the GPU, Imagination's next-generation PowerVR SGX 6 series GPUs
are right around the corner. Since Apple has used Imagination
exclusively in its custom chips up until now, it's not likely to rock
this boat.
Qualcomm
Enlarge/ Qualcomm CEO Paul Jacobs introduces the Snapdragon 800 series SoCs at CES 2013.
Andrew Cunningham
Qualcomm is hands-down the biggest player in the mobile chipmaking
game right now. Even Samsung, a company that makes and ships its own
SoCs in the international versions of its phones, often goes with
Qualcomm chips in the US. With this popularity comes complexity:
Wikipedia lists 19 distinct model numbers in the Snapdragon S4 lineup
alone, and those aren't even Qualcomm's newest chips. So we'll pick four
of the most prominent to focus on, since these are the ones you're most
likely to see in a device you could buy in the next year or so.
Let's start with the basics: Qualcomm is the only company on our list
that creates both its own CPU and GPU architectures, rather than
licensing one or the other design from ARM or another company. Its
current CPU architecture, called "Krait," is faster clock-for-clock than
ARM's Cortex A9 but slower than Cortex A15 (the upside is that it's
also more power-efficient than A15). Its GPU products are called
"Adreno," and they actually have their roots in a mobile graphics
division that Qualcomm bought from AMD back in 2009
for a scant $65 million. Both CPU and GPU tend to be among the faster
products on the market today, which is one of the reasons why they're so
popular.
The real secret to Qualcomm's success, though, is its prowess in
cellular modems. For quite a while, Qualcomm was the only company
offering chips with an LTE modem integrated into the SoC itself. Plenty
of phones make room for separate modems and SoCs, but integrating the
modem into the SoC creates space on the phone's logic board, saves a
little bit of power, and keeps OEMs from having to buy yet another chip.
Even companies that make their own chips use Qualcomm modems—as we
noted, almost all of Samsung's US products come with a Qualcomm chip,
and phones like the BlackBerry Z10 use a Qualcomm chip in the US even
though they use a Texas Instruments chip abroad. Even Apple's current
iPhones use one or another (separate) Qualcomm chips to provide
connectivity.
Enlarge/ Qualcomm's modems are key to its success. Here is the standalone MDM9615M modem that enables the iPhone 5's 4G connectivity.
Add these modems to Qualcomm's competitive CPUs and GPUs, and it's no
wonder why the Snapdragon has been such a success for the company.
Qualcomm will finally start to see some real challenge on this front
soon: Broadcom,
Nvidia, and Intel are all catching up and should be shipping their own
LTE modems this year, but for now Qualcomm's solutions are established
and mature. Expect Qualcomm to continue to provide connectivity for most
devices.
Let's get to the Snapdragon chips themselves, starting with the
oldest and working our way up. Snapdragon's S4 Plus, particularly the
highest-end model (part number MSM8960), combines two Krait cores
running at 1.7GHz with an Adreno 225 GPU. This GPU is roughly comparable
to the Imagination Technologies GPU in Apple's A5, while the Krait CPU
is somewhere between the A5 and the A6. This chip is practically
everywhere: it powers high-end Android phones from a year or so ago (the
US version of Samsung's Galaxy S III) as well as high-end phones from
other ecosystems (Nokia's Lumia 920 among many other Windows phones, plus BlackBerry's Z10).
It's still a pretty popular choice for those who want to make a phone
but don't want to spend the money (or provide the larger battery) for
Qualcomm's heavy-duty quad-core SoCs. Look for the S4 Plus series to be
replaced in mid-range phones by the Snapdragon 400 series chips, which
combine the same dual-core Krait CPU with a slightly more powerful
Adreno 305 GPU (the HTC First is the first new midrange phone to use it. Others will likely follow).
Next up is the Snapdragon S4 Pro (in particular, part number
APQ8064). This chip combines a quad-core Krait CPU with a significantly
beefed up Adreno 320 GPU. Both CPU and GPU trade blows with Apple's A6
in our standard benchmarks, but the CPU is usually faster as long as all
four of its cores are actually being used by your apps. This chip is
common in high-end phones released toward the end of last year,
including such noteworthy models as LG's Optimus G, the Nexus 4, and HTC's Droid DNA.
It's powerful, but it can get a little toasty: if you've been running
the SoC full-tilt for a while, the Optimus G's screen brightness will
automatically turn down to reduce the heat, and the Nexus 4 will
throttle the chip and slow down if it's getting too hot.
The fastest, newest Qualcomm chip that's actually showing up in phones now is the Snapdragon 600, a chip Qualcomm unveiled at CES
back in January. Like the S4 Pro, this Snapdragon features a quad-core
Krait CPU and Adreno 320 GPU, but that doesn't mean they're the same
chip. The Krait in the Snapdragon 600 is a revision called "Krait 300"
that both runs at a higher clock speed than the S4 Pro's Krait (1.9GHz
compared to 1.7GHz) and includes a number of architectural tweaks that
make it faster than the original Krait at the same clock speed. The
Snapdragon 600 will be coming to us in high-end phones like the US
version of Samsung's Galaxy S4, HTC's One, and LG's Optimus G Pro.
Our benchmarks for the latter phone show the Snapdragon 600 outdoing
the S4 Pro by 25 to 30 percent in many tests, which is a sizable step up
(though the Adreno 320 GPU is the same in both chips).
Finally, look ahead to the future and you'll see the Snapdragon 800,
Qualcomm's next flagship chip that's due in the second quarter of this
year. This chip's quad-core Krait 400 CPU again introduces a few mild
tweaks that should make it faster clock-for-clock than the Krait 300,
and it also runs at a speedier 2.3GHz. The chip sports an upgraded
Adreno 330 GPU that supports a massive 3840×2160 resolution as well as a
64-bit memory interface (everything we've discussed up until now has
used a 32-bit interface). All of this extra hardware suggests that this
chip is destined for tablets rather than smartphones (a market segment
where Qualcomm is less prevalent), but this doesn't necessarily preclude
its use in high-end smartphones. We'll know more once the first round
of Snapdragon 800-equipped devices are announced.
Qualcomm is in a good position. Its chips are widely used, and its
roadmap evolves at a brisk and predictable pace. Things may look less
rosy for the company when competing LTE modems start to become more
common, but for now it's safe to say that most of the US' high-end
phones are going to keep using Qualcomm chips.
Samsung
Samsung usually uses its own chips in its own phones and tablets, but not in the US.
Andrew Cunningham
Samsung has three-or-so chips that are currently shipping in its
phones and tablets. The first (and oldest) of the three is the Exynos 4
Quad, which powers the Galaxy Note 10.1, Galaxy Note 8.0,
Galaxy Note II, and international versions of the Galaxy S III. This
particular variant includes four Cortex A9 CPU cores and an ARM Mali-400
GPU. Neither is cutting edge, but the GPU performance is better than
Nvidia's Tegra 3 and the CPU performance is fairly similar (given
similar clock speeds, anyway).
The other chips are both from the Exynos 5 series, but they're both
quite different from each other. The first is the relatively
straightforward Exynos 5 Dual, which powers both the Nexus 10 tablet and Samsung's $249 ARM Chromebook.
This chip combines two ARM Cortex A15 cores with ARM's Mail-T604 GPU,
and the result is the fastest GPU performance in any Android tablet at
the moment and the fastest CPU performance in any ARM-based device,
period. (This will quickly stop being the case as other A15-based
devices start hitting the market this year). The chip is a bit more
power-hungry than its Cortex A9-based predecessor and other designs from
Apple and Qualcomm, but manufacturing process advancements absorb most
of this penalty and Exynos 5 Dual devices still end up with decent
battery life overall.
Finally, we have the Exynos 5 Octa, which is coming to market first
in the international version of the forthcoming Galaxy S 4. This SoC is
generally said to have eight CPU cores, and while this is not technically untrue, we've already pointed out
that not all of these cores are created equal. The SoC combines four
Cortex A15 cores for performance and four Cortex A7 cores that can run
all of the same code, but much more slowly. Tasks that don't need a ton
of CPU power can execute on the A7 cores, and tasks that do can execute
on the A15s, but it's unlikely that all eight cores can be active at the
same time. This chip's maximum CPU performance, then, will be more in
line with a quad-core Cortex A15 chip like Nvidia's Tegra 4.
The Octa also ditches ARM's GPU designs for one by Imagination
Technologies, a triple-core PowerVR SGX 544MP3. This is nearly identical
to the 543MP3 used in Apple's A6, and the performance should be very
similar. The only difference is that the 544MP3 supports Direct3D, a
necessity if the Octa is to make its way into Windows phones or Windows
RT tablets. Apple's competitors in the chip space are finally beginning
to catch up with their GPU performance, something we couldn't have said
of many chips even a year ago.
Samsung's Exynos 5 Octa uses a CPU core arrangement called "big.LITTLE" to save power.
ARM
Samsung's chips have been known to appear in products from other
companies, but they ship most frequently in Samsung's own phones,
tablets, and (more recently) laptops. Samsung has the advantage of being
a more integrated company than many of its competitors—not only does it
make and sell its own phones and tablets, it also manufactures many of
the components that appear in those devices, including the screens and
the chips themselves. Nvidia and Qualcomm both typically outsource their
chip production to TSMC, a company
that also handles GPU production for AMD and Nvidia. Meanwhile, Apple
(Samsung's biggest competitor in the mobile market) relies on Samsung for the production of the A5 and A6 chips that power its iOS devices.
Texas Instruments
Texas Instruments is an odd duck in this discussion. On the one hand,
it provides chips for many prominent devices past and present,
including Amazon's entire Kindle Fire, Samsung's Galaxy S II (and
several other pre-Galaxy S III Samsung devices), and the international
version of the BlackBerry Z10. On the other hand, TI has announced
that it is exiting the market for smartphone and tablet SoCs and will
be focusing on less-competitive, higher-margin markets—think embedded
systems and factories. That doesn't mean it will be leaving the consumer
market all of a sudden, just that it won't be devoting resources to new
chips, and its existing chips will become more and more rare as time
goes on.
The most common TI chips you'll find in products today belong to the
OMAP4 series, which consists of three chips: the OMAP4430, the OMAP4460,
and the OMAP4470. All use a dual-core Cortex A9 CPU (the higher the
model number is, the higher the clock speed) alongside a single-core
Imagination Technologies PowerVR SGX540 (in the 4430 and 4460) and a
single-core PowerVR SGX544 (in the 4470). Two low-power ARM Cortex M3
cores are also included to help process background tasks while eating
less battery.
The OMAP4's CPU performance is lower than the newer chips from
Qualcomm or Nvidia, but like Apple's A5 it's generally good enough,
especially when paired with Jelly Bean (or something like BlackBerry 10,
which is optimized for it). The GPU performance, however, often lags
behind not just newer chips, but also contemporaneous chips like the A5
or Nvidia's Tegra 3 (especially in the lower-end chips).
TI has one more consumer-targeted design in its pipeline, and it will
probably be its last: the OMAP5. It uses the same basic setup as OMAP4,
but everything has been upgraded: the two Cortex A9s have been
exchanged for A15s, the Cortex M3s have been exchanged for M4s, and the
GPU has been bumped to a dual-core PowerVR SGX544MP2 rather than the
single-core version (the GPU's clock speed has also been increased to
532MHz, a little less than twice as fast as the PowerVR SGX544 in the
OMAP4470). This should all add up to a GPU that's between three and four
times as fast as its predecessor, always a welcome improvement.
OMAP5 is reportedly due in the second quarter of this year—so any day
now. Even so, we haven't heard much about devices that will be using
it. This silence may be because the product isn't actually on the market
yet, but it may be the case that TI's anticipated withdrawal from the
market has killed any chance this chip had to succeed. TI will probably
be willing to cut buyers some pretty good deals, but if I had the option
to buy a chip from a company with a well-charted roadmap (like Qualcomm
or Nvidia) and a company that has announced its intent to completely
abandon the consumer market, I know which one I'd choose.
Nvidia
Enlarge/ Nvidia's "Kayla" platform is a Tegra-equipped motherboard aimed at developers.
Andrew Cunningham
The Tegra 3 is Nvidia's current SoC, and though it's getting a bit
long in the tooth, it's still showing up in some relatively high-profile
products. The chip uses four ARM Cortex A9 CPU cores and a
custom-designed GPU made by Nvidia, which makes sense given its history
as a graphics company. The SoC also includes a fifth low-power CPU core
called a "companion core" designed to perform background tasks when your
phone or tablet is idle, allowing the main CPU cores to power down and
save your battery. There are a few different Tegra 3 variants, and they
differ mostly in clock speed and memory bandwidth rather than core
count.
The Tegra 3's CPU performs reasonably well, though at this point a
quad-core Cortex A9 is going to feel slower than a dual-core CPU based
on a newer architecture like the Cortex A15 simply because there aren't
that many heavily threaded apps on phones and tablets these days. The
GPU has also been surpassed by other offerings from Qualcomm, Apple, and
Samsung, though the games actually available for Android today can
usually be played without issue.
The Tegra 3 isn't as prevalent in phones and tablets as Qualcomm's
chips, but it still powers plenty of Android and Windows RT devices. The
Nexus 7, HTC One X+, Microsoft Surface, Asus VivoTab RT, and Asus Transformer Prime are all prominent devices using Nvidia silicon. The Ouya game console also uses a Tegra 3.
Tegra 3's successor is (unsurprisingly) called the Tegra 4, and the first devices to use it will be coming out in the next few months. Nvidia's own Project Shield gaming
console will be one of the earliest to use it, but Vizio and Toshiba
have both announced tablets that will use the chip as well. Tegra 4 uses
the same basic configuration of CPU cores as Tegra 3—four cores, plus a
low-power "companion core"—but trades the Cortex A9s for much more
powerful Cortex A15s. The GPU is also much-improved and should go
toe-to-toe with the GPU in Apple's iPad 4.
Enlarge/ Tegra 4i is a smaller, more smartphone-centric version of Tegra 4.
Nvidia
Tegra 4 is aimed at tablets and the very highest-end smartphones, but
Nvidia is going a different route for mainstream smartphones. The Tegra 4i,
due toward the end of this year, has the same basic GPU architecture as
Tegra 4, but it uses a narrower memory interface (32-bit as opposed to
64-bit) and fewer cores (60 instead of 72). The CPU is also a little
weaker—like Tegra 3, it's comes with four Cortex A9 CPU cores and one
"companion core," but it's based on a revision of Cortex A9 called
"Cortex A9 R4." The R4 promises higher performance than Cortex A9 at the
same clock speed. Maximum clock speeds have also been increased
significantly over Tegra 3, from 1.7GHz to 2.3GHz.
What will help Tegra 4i the most is the presence of an integrated LTE
modem, the Icera i500. We've already talked about the benefits of
having a modem integrated directly into the SoC itself, but this one has
some unique aspects. The i500 is a "soft modem," which means that
instead of having bits and pieces dedicated to communicating over
specific bands or with specific standards, it has some general-purpose
hardware that can be programmed to communicate over any of them as long
as the rest of the hardware supports it. In theory, this would remove
the need to build different models of a phone to serve different markets
or different carriers. Both Tegra 4 and Tegra 4i also include a new
imaging technology called "Chimera" that allows for always-on, real-time
HDR photographs without the lag and blurriness that affects current HDR
implementations.
Neither Tegra 4 variant is here yet, but that hasn't stopped Nvidia from talking about its plans
for the more distant future. "Logan," a successor to Tegra 4 due in
2014, will use the same "Kepler" GPU architecture as Nvidia's current
GeForce GPUs. Aside from the accompanying performance increases, this
opens the door to GPU-assisted computing, which can be quite useful in workstation and server applications.
Finally, 2015's "Parker" will incorporate Nvidia's first
custom-designed ARM CPU, marking a move away from ARM's stock designs.
Nvidia's biggest challenge with all of these chips is going to be
breaking into a market that others have largely cornered. Tegra 3 has
made some inroads for them, but the biggest smartphone and tablet
manufacturers (Apple and Samsung) already make their own chips, and (in
the US at least) Qualcomm tends to be the go-to choice for most others.
Still, with Texas Instruments leaving the market, we may soon see
prominent companies that use its OMAP chips (Amazon, among many others)
looking for an alternative. Nvidia can capitalize on this opening,
especially if it can undercut Qualcomm on price (and according to Nvidia
representatives I've spoken with, this is indeed the case).
Intel and AMD: x86 struggles to make the jump
Enlarge/ Intel hasn't made a perfect tablet chip yet, but systems like the ThinkPad Tablet 2 show promise.
Andrew Cunningham
We've talked almost exclusively about ARM-based products so far, but
Intel, the 500-pound gorilla of the PC market, is still fighting to
establish a reputation for making good tablet chips. Intel's
current-generation products, the Ivy Bridge CPU architecture on the high
end and the Clover Trail Atom platform on the low end, can't quite hit
that necessary sweet spot between performance and power efficiency. Ivy
Bridge tablets like Acer's Iconia W700
are still a little hot, a little heavy, a little expensive, and get
only OK battery life. Clover Trail devices like Lenovo's ThinkPad Tablet
2 address all of these concerns, but their CPU and GPU performance is
relatively low (GPU performance is especially bad) and the platform
doesn't support Android.
Intel gets more interesting this year. Its Haswell
chips should enable thinner, lighter tablets with better battery life
than the Ivy Bridge models, while both the Clover Trail+ and Bay Trail
Atom platforms look to deliver substantial gains in both CPU and GPU
performance (Intel's cellular modems are also steadily improving, which
helps). Intel's long-established relationships with the PC OEMs will
ensure that both of these chips' architectures find their way into
plenty of tablets, but we're still waiting for an Intel-powered
smartphone to make its way to the US—so far, most Intel phones have been
targeted toward "emerging markets."
AMD has also made a few moves in this direction: it has adapted its Bobcat netbook architecture into something called Hondo,
which combines a dual-core CPU with an integrated Radeon GPU. By all
reports, the CPU is in the same ballpark as Clover Trail's (the
architecture is faster clock-for-clock, but Hondo runs at a lower clock
speed than Clover Trail), while the GPU is a substantial step up. One of
our main issues with Clover Trail tablets is that their GPUs deliver
sometimes choppy UI and gaming performance, so improvements on this
front are more than welcome.
Enlarge/ AMD's "Hondo" chip checks most of the important boxes, but not many tablet makers are using it.
AMD
No matter what the chip's virtues, though, its main problem is that
most OEMs just aren't picking up what AMD is putting down. At our first
Hondo briefing back in October of 2012, AMD played coy when asked about
which devices Hondo would appear in. Since then, only two have been
announced: one Windows 8 tablet apiece from Fujitsu and
TV-turned-PC-maker Vizio. Bigger names are conspicuous in their absence,
and unless AMD can develop a more convincing roadmap and get more
people on board, it seems unlikely that its chips will amount to much.
AMD's first ARM processors are also coming in 2014, but they're
targeted toward servers and not the consumer market. This (plus a number
of recent hires) suggests that AMD could be looking to get into the ARM SoC game (and it could certainly handle the GPU despite selling its last mobile GPU division to Qualcomm, a move that seems short-sighted in retrospect). For now, its efforts remain focused squarely on the server room.
All of these chips have one potential trump card over the ARM chips
we've talked about: x86. How important this architecture is to you will
depend entirely on what you do: if you're a heavy user of Windows 8 or
Windows desktop applications, x86 is a must-have because the ARM-based
Windows RT can't run any of that stuff. If you prefer your tablets to be
Android-flavored, Intel in particular has done a lot of work with
Google to optimize Android for x86, and every Intel-powered Android phone or tablet
we've seen has indeed performed pretty smoothly. Intel has also created
something called "binary translation" to run most apps from the Google
Play store without requiring much (if any) extra work on the part of the
developers. Still, Android doesn't need x86 like Windows does, and if
you're trying to build something on the cheap, Intel probably isn't your
best option.
On Intel's end, the theory is that its manufacturing expertise will eventually outstrip its competitors' by so
much that it will enable it to cram more performance into a smaller,
more power-efficient chip. This is one possible outcome, though I think
that companies like Apple and Samsung are going to be slow to move away
from using their own chips in most of their mobile devices. If they can
keep with performance that's "good enough," sticking with their own
products might still be preferable to paying Intel for tablet and phone
chips as they have for desktop and laptop chips for so long.
Where the market is going
There are other chipmakers in the world, but this has been a
reasonably comprehensive look at the current offerings that you're most
likely to see in most mid-to-high-end smartphones or tablets within the
next year or so. Now that we've covered the products and their
performance relative to each other, let's look at the market itself and
the direction things seem to be going.
First, despite the number of players, the market for third-party
chips is deceptively small. Look at Apple and Samsung, by far the most
successful smartphone and tablet companies—Samsung often uses Qualcomm
chips in its US phones, but otherwise both companies build and ship
their own chips in their own products. Especially in Apple's case, this
keeps a large, lucrative chunk of the market out of reach for companies
that make only chips. Qualcomm, Nvidia, and the others have to fight it
out for the rest.
As we've already discussed, Qualcomm is by far the largest
third-party chipmaker in this game, and it has arrived at that position
by delivering chips with good performance and versatile modems. It's the
go-to choice for most Android and Windows Phone handset
makers—currently, its quad-core chips are popular in the highest-end
phones, while midrange phones like the HTC First
can go with the slightly older, cheaper, but still dependable dual-core
models. If you want to get your chips in your phones, Qualcomm is who
you're fighting, if only because it's the biggest company you can fight.
That's exactly what Nvidia is trying to do with the Tegra 4i and its
integrated Icera i500 modem: present a cheaper, all-in-one competitor to
Qualcomm's mid-range and high-end products. Nvidia's biggest issue is
actually similar to AMD's—it may be having some trouble convincing OEMs
to use its new products. With Tegra 2 and Tegra 3, there's an impression
that the company over-promised and under-delivered on things like
performance and power consumption. Though it's early days yet for Tegra
4, we're still looking at a pretty short list of products that are
confirmed to be using it, and they're all from pretty minor players.
Everything I've seen so far about Tegra 4 (though admittedly seen
through PR's rose-colored glasses) has been good, and TI's withdrawal
from the market could be Nvidia's chance to snap up some new business.
Ultimately, TI's withdrawal shows how rough this market can be for
any company that isn't Qualcomm. If the company that provides chips for
the Kindle Fire—one of the highest-profile, most successful Android
tablets, even if our reviews
of them have always been middling—can't make enough to justify
continuing on, that's probably a bad sign for anyone else who's looking
to break in. One reason that SoCs have gotten so much faster so quickly
is because the competition has been fierce and the potential rewards
have been big. For now, this continues to be true—let's hope it stays
that way.
Researchers with the NASA Jet
Propulsion Laboratory have undertaken a large project that will allow
them to measure the carbon footprint of megacities – those with millions
of residents, such as Los Angeles and Paris. Such an endevour is
achieved using sensors mounted in high locations above the cities, such
as a peak in the San Gabriel Mountains and a high-up level on the Eiffel
Tower that is closed to tourist traffic.
The sensors are designed to detect a variety of greenhouse gases,
including methane and carbon dioxide, augmenting other stations that are
already located in various places globally that measure greenhouse
gases. These particular sensors are designed to achieve two purposes:
monitor the specific carbon footprint effects of large cities, and as a
by-product of that information to show whether such large cities are
meeting – or are even capable of meeting – their green initiative goals.
Such measuring efforts will be intensified this year. In Los Angeles,
for example, scientists working on the project will add a dozen gas
analyzers to various rooftop locations throughout the city, as well as
to a Prius, which will be driven throughout the city and a research
aircraft to be navigated to “methane hotspots.” The data gathered from
all these sensors, both present and slated for installation, is then
analyzed using software that looks at whether levels have increased,
decreased, or are stable, as well as determining where the gases
originated from.
One of the examples given is vehicle emissions, with scientists being
able to determine (using this data) the effects of switching to green
vehicles over more traditional ones and whether its results indicate
that it is something worth pursuing or whether it needs to be further
analyzed for potential effectiveness. Reported the Associated Press,
three years ago California saw 58-percent of its carbon dioxide come
from gasoline-powered cars.
California is looking to reducing its emissions levels to a
sub-35-percent level over 1990 by the year 2030, a rather ambitious
goal. In 2010, it was responsible for producing 408 million tons of
carbon dioxide, which outranks just about every country on the planet,
putting it about on par with all of Spain. Thus far into the project,
both the United States and France have individually spent approximately
$3 million the project.
How serious
is the threat of killer robots? Well, it depends on whom you ask. Some people will tell you that the
threat is very real, and I don’t mean the guy with the tinfoil hat standing on
the street corner. A new draft of a report coming out of the U.N. Human Rights Commission
looks to negate the possible threat of the use of unmanned vehicles with the
ability to end human life without the intervention of another human being. As
you can guess the UN is anti-killer robots.
In the 22-page report,
which was released online as a PDF, the Human Rights Commission explained the
mission of the document in the following terms:
“Lethal
autonomous robotics (LARs) are weapon systems that, once activated, can select
and engage targets without further human intervention. They raise far-reaching concerns
about the protection of life during war and peace. This includes the question
of the extent to which they can be programmed to comply with the requirements
of international humanitarian law and
the standards protecting life under international human rights law. Beyond
this, their deployment may be unacceptable because no adequate system of legal accountability
can be devised, and because robots should not have the power of life and death
over human beings. The Special Rapporteur recommends that States establish national moratoria on aspects of LARs,
and calls for the establishment of a high level panel on LARs to articulate a
policy for the international community on the issue.”
So it looks
like you may just have to watch the sky’s after all.
We’ve been hearing a lot about Google‘s
self-driving car lately, and we’re all probably wanting to know how
exactly the search giant is able to construct such a thing and drive
itself without hitting anything or anyone. A new photo has surfaced that
demonstrates what Google’s self-driving vehicles see while they’re out
on the town, and it looks rather frightening.
The image was tweeted
by Idealab founder Bill Gross, along with a claim that the self-driving
car collects almost 1GB of data every second (yes, every second). This
data includes imagery of the cars surroundings in order to effectively
and safely navigate roads. The image shows that the car sees its
surroundings through an infrared-like camera sensor, and it even can
pick out people walking on the sidewalk.
Of course, 1GB of data every second isn’t too surprising when you
consider that the car has to get a 360-degree image of its surroundings
at all times. The image we see above even distinguishes different
objects by color and shape. For instance, pedestrians are in bright
green, cars are shaped like boxes, and the road is in dark blue.
However, we’re not sure where this photo came from, so it could
simply be a rendering of someone’s idea of what Google’s self-driving
car sees. Either way, Google says that we could see self-driving cars
make their way to public roads in the next five years or so, which actually isn’t that far off, and Tesla Motors CEO Elon Musk is even interested in developing self-driving cars as well. However, they certainly don’t come without their problems, and we’re guessing that the first batch of self-driving cars probably won’t be in 100% tip-top shape.
Today (18.04.2013) Facebook launched two public dashboards that report
continuous, near-real-time data for key efficiency metrics –
specifically, PUE and WUE – for our data centers in Prineville, OR and Forest City, NC.
These dashboards include both a granular look at the past 24 hours of
data and a historical view of the past year’s values. In the historical
view, trends within each data set and correlations between different
metrics become visible. Once our data center in Luleå, Sweden, comes online, we’ll begin publishing for that site as well.
We began sharing PUE for our Prineville data center at the end of Q2
2011 and released our first Prineville WUE in the summer of 2012. Now
we’re pulling back the curtain to share some of the same information
that our data center technicians view every day. We’ll continue updating
our annualized averages as we have in the past, and you’ll be able to
find them on the Prineville and Forest City dashboards, right below the
real-time data.
Why are we doing this? Well, we’re proud of our data center
efficiency, and we think it’s important to demystify data centers and
share more about what our operations really look like. Through the Open Compute Project
(OCP), we’ve shared the building and hardware designs for our data
centers. These dashboards are the natural next step, since they answer
the question, “What really happens when those servers are installed and
the power’s turned on?”
Creating these dashboards wasn’t a straightforward task. Our data
centers aren’t completed yet; we’re still in the process of building out
suites and finalizing the parameters for our building managements
systems. All our data centers are literally still construction sites,
with new data halls coming online at different points throughout the
year. Since we’ve created dashboards that visualize an environment with
so many shifting variables, you’ll probably see some weird numbers from
time to time. That’s OK. These dashboards are about surfacing raw data –
and sometimes, raw data looks messy. But we believe in iteration, in
getting projects out the door and improving them over time. So we
welcome you behind the curtain, wonky numbers and all. As our data
centers near completion and our load evens out, we expect these
inevitable fluctuations to correspondingly decrease.
We’re excited about sharing this data, and we encourage others to do the same. Working together with AREA 17,
the company that designed these visualizations, we’ve decided to
open-source the front-end code for these dashboards so that any
organization interested in sharing PUE, WUE, temperature, and humidity
at its data center sites can use these dashboards to get started.
Sometime in the coming weeks we’ll publish the code on the Open Compute
Project’s GitHub repository. All you have to do is connect your own CSV
files to get started. And in the spirit of all other technologies shared
via OCP, we encourage you to poke through the code and make updates to
it. Do you have an idea to make these visuals even more compelling?
Great! We encourage you to treat this as a starting point and use these
dashboards to make everyone’s ability to share this data even more
interesting and robust.
Lyrica McTiernan is a program manager for Facebook’s sustainability team.