gpu

Nvidia Optimus unveiled: Switchable laptop graphics on the fly

Some ideas are so obvious that when announced, one's first reaction is to ask, "Wait, weren't we already doing it that way?" Such is the case with laptops featuring both integrated and discrete graphics processors, and Nvidia's new system for juggling them, called Optimus.

Common sense dictates that laptops with both a discrete GPU and standard integrated graphics should be able to switch between the two at will. After all, why waste battery life powering a GeForce card when you're just surfing the Web or sending an e-mail? Many laptops currently offer this option, commonly called switchable graphics, including select MacBook Pro models and systems from Asus, Sony, and others.

Unfortunately, until now, this required one to manually flip a switch to turn the discrete GPU off or on. Sometimes this was a software switch, sometimes an actual physical switch on the laptop. This kludgey system presents many problems. First, one has to remember to activate the GPU before launching a game or other graphics-intensive task, and then turn it off after (or risk killing your battery). Second, many mainstream users may not even know they have switchable graphics, and will simply leave the GPU permanently off or on, defeating the purpose altogether.

Some laptops label the two modes with unclear names such as "high performance" or "better battery life," which doesn't really spell out exactly what you're doing when you activate the mode. Even worse, some laptops require you to close all your apps and log out to switch modes (we're looking at you, MacBook Pro).

With Nvidia's new Optimus technology, that basic task of turning the discrete GPU on and off when appropriate has been automated. The company describes the process, saying, "Users can now experience the full performance benefits of a discrete GPU with the battery life of an integrated graphics solution. Nvidia Optimus automatically, instantaneously, and seamlessly optimizes the notebook to offer the best performance or best battery life depending on the application." … Read more

FTC wants Intel to mend its ways

The FTC wants Intel to grow up and start acting like a responsible company.

At least that's the goal behind the agency's lawsuit against the chipmaker. Filed on Wednesday, the FTC's suit charges Intel with a host of offenses, including using threats and rewards to convince PC makers not to buy chips from the competition, altering its compiler to weaken the performance of rival chips like those made by AMD, and preserving its CPU monopoly by stifling the market for GPUs (graphics processing units) made by Nvidia and other manufacturers.

On Wednesday, the FTC held a press … Read more

Intel: Initial Larrabee graphics chip canceled

Intel said Friday that its Larrabee graphics processor will initially appear as a software development platform only.

This is a blow to the world's largest chipmaker, which was looking to launch its first discrete (standalone) graphics chip in more than a decade.

"Larrabee silicon and software development are behind where we hoped to be at this point in the project," Intel spokesman Nick Knupffer said Friday. "As a result, our first Larrabee product will not be launched as a standalone discrete graphics product," he said.

"Rather, it will be used as a software development … Read more

The factor factor, part 3

In part 1 and part 2 of this series, I claimed that there is apparently a secret rule in the microprocessor industry that determines the success--or failure--of new chip designs.

The failures included RISC processors, media processors, and intelligent RAM chips, which all sank in spite of clearly demonstrable advantages over alternative solutions. The great success is the programmable graphics processing unit (GPU), which has succeeded in spite of the sometimes wrenching shifts in programming methods and PC system architecture that have been required to support it.

So what's the secret? Simply this: a factor-of-two advantage, even if it'… Read more

The factor factor, part 2

In the first part of this series, I claimed that a great secret in the microprocessor industry largely determines whether new products succeed or fail.

I noted that this secret shouldn't be a secret at all because many people (including myself) have talked about it over the years, but clearly a lot of people are in the dark because they continually disregard it and develop products that are doomed.

I gave several examples of products that failed because their creators didn't know the great secret. Those products included RISC processors, media processors, and intelligent RAM chips, in which processor cores were integrated with memory to eliminate one of the great bottlenecks in computer performance.

During my eight years at Microprocessor Report, I covered the markets for media processors, 3D-graphics chips, network processors, and what I coined extreme processors--chips with large numbers of simple cores running in parallel. Many of these chips were cheaper, easier to design, and twice as fast as competing products--and still failed.

However, some did succeed. The critical factor that made the difference in most of these cases is the essence of the so-called secret.

One of those successes is the graphics processing unit, or GPU.

I was reminded again of the secret at Nvidia's recent GPU Technology Conference, where many of the talks dealt with GPU computing.

(Disclosure: I recently wrote a technical white paper for Nvidia.)

Although the GPU field dates back only five or six years, GPUs have already earned a place alongside CPUs. Each is clearly superior for certain kinds of applications.

This is true in spite of the fact that GPUs aren't nearly as easy to program as CPUs. Like other forms of parallel programming, GPU programming requires new hardware (the GPU itself), significant new extensions for programming languages, and a different mindset for programmers--one that simply wasn't part of standard computer-science curriculum for most of the last 50 years.

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Nvidia in the throes of remaking itself

Updated at 4:40 p.m. PDT: adding to discussion of next-generation Nvidia Ion chip.

As graphics kingpin Nvidia tries to reshape itself into a broad-based computing company, it is taking big gambles with potentially big payoffs, while it fends off challenges from rivals Intel and Advanced Micro Devices.

The world's largest supplier of standalone graphics chips for PCs needs to grow. Established markets have matured and Nvidia must seek out other ways to make money.

"In almost every market they have entered they have become dominant," said Jon Peddie, president of Jon Peddie Research, which tracks the graphics chip market. "Almost 90 percent market share in the workstation business and 55 to 65 percent in the graphics business. But if you're that successful you can't really grow the market anymore, and if you want to keep growing your company, then you have to get into new markets."

Enter supercomputing and Nvidia's brand-new Fermi architecture. "That's a huge market and big margins," said Peddie. Fermi was announced last week at an Nvidia conference to great fanfare when prestigious Oak Ridge National Laboratory said it plans to use Fermi in a future supercomputer.

It would be an understatement to say that the Fermi chip potentially packs a computing wallop. The chip integrates an astounding 3 billion transistors, about three times the number of transistors in Nvidia's most powerful graphics chip now on the market, and it has been designed with features that make it more suitable for high-performance computers, the first time that Nvidia has architected a chip this way.

Fermi GPUs, each containing 512 processing cores, would enable "substantial scientific breakthroughs" that would be impossible without the new technology, Jeff Nichols, Oak Ridge's associate lab director for computing and computational sciences, said last week.

Nvidia hopes to parlay this computing power into the mainstream. (For a comparison of Fermi with AMD's newest graphics chip see: ATI and Nvidia face off--obliquely.)

"Fermi will offer Nvidia the opportunity to grow our consumer business by having the fastest raw graphics power," said Drew Henry, general manager of Nvidia's bread-and-butter GeForce graphics business. "But it's also going to expand our business by allowing people to process better video and photo applications and to use the GPU for many, many more mainstream applications." (GPU stands for graphics processing unit.)

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ATI and Nvidia face off--obliquely

Nvidia and Advanced Micro Devices' ATI division are taking different approaches to graphics processing in the next generations of their products. Both strategies have strengths and weaknesses, and I think it's too soon to pick the eventual winner in this long-running fight.

Before I get into my analysis, I should say that Nvidia paid me to write a white paper on the implications of its new GPU architecture (code-named Fermi) for high-performance computing applications. The white paper was released as part of the Fermi launch event at Nvidia's GPU Technology Conference last week.

Nvidia also paid for white papers from two other well-known microprocessor analysts, Nathan Brookwood of Insight64 and my friend and former colleague Tom Halfhill of Microprocessor Report. UC Berkeley professor David Patterson wrote a fourth white paper, and Nvidia wrote one of its own. All of these works take a different approach to the subject; all are worth reading if you need to understand what Fermi is all about.

In short, I think the Fermi architecture has been more thoroughly white-papered than any graphics chip design in history. All five of these documents are available on the Fermi home page on Nvidia's Web site, and just in case that page is moved or changed, you're welcome to take advantage of my own mirror of my white paper.

I've spent much of the last several days reading these documents plus David Kanter's excellent article on Fermi over on his Real World Technologies site. David managed to get some details on Fermi that Nvidia didn't give to the rest of us.

I've also had time to go through the coverage of ATI's recent launch of the RV870, which is what Nvidia's Fermi-based chips will be competing against. The first of Nvidia's chips bears the internal code name of GF100, and it's huge. Here's a life-size photo:… Read more

Nvidia 'Fermi' chip for Mac, Windows too

Nvidia's new Fermi chip is being billed as a supercomputing chip but Nvidia doesn't want you to forget that it is also aimed at Apple's Snow Leopard and Windows 7.

The Fermi chip was announced with much fanfare on Wednesday as key silicon in a future supercomputer from Oak Ridge National Laboratory. But, wait, Fermi is also going to be great at accelerating stuff in Snow Leopard and Windows 7--not to mention a great gaming chip, according to Bill Dally, chief scientist at Nvidia who spoke during a conference call with analysts on Thursday.

The Fermi graphics … Read more

Sony extends Vaio laptop warranty for Nvidia glitch

Sony said that a small percentage of Vaio laptops with Nvidia graphics chips may experience problems and the company offered to provide an extended warranty to cover the cost of repair. This follows similar statements by Apple, Hewlett-Packard, and Dell.

Nvidia first disclosed the problem with its graphics chips in July 2008, saying at the time that graphics processors manufactured with a certain material set were failing in the field at a higher than normal rate.

In a Sony eSupport USA notice dated August 3, the company said: "Sony, in cooperation with Nvidia, has been looking into any possible effect to Vaio notebooks with Nvidia graphic processors. Until recently we had not identified any Vaio models that were affected by this issue."

The statement continues. "However, after closely monitoring the situation, Sony has now determined that a very small percentage of Vaio computers with the Nvidia graphics chips may experience this issue. These PCs may exhibit distorted video, duplicate images or a blank screen due to a failure of the Nvidia graphics chip." … Read more

A new view of 3D graphics

Have we reached the end of the road for conventional 3D rendering?

Siggraph 2009 ended Friday, and I've spent the last few days digesting what I learned there. Although I've been involved in the graphics industry since 1990 and I've attended Siggraph most years since 1992, a crisis of sorts seems to have snuck up on me.

At the High Performance Graphics conference before the main show, keynote speeches from Larry Gritz of Sony Pictures Imageworks and Tim Sweeney of Epic Games showed that traditional 3D-rendering methods are being augmented and even supplanted by new techniques for motion-picture production as well as real-time computer games.

Gritz reckoned that 3D became a fully integrated element of the moviemaking process in 1989 when computer-generated characters first interacted with human characters in James Cameron's "The Abyss."

Gritz described how Imageworks has moved to a new ray-tracing rendering system called "Arnold" for several films currently in production, replacing the Reyes (Render Everything Your Eyes See) rendering system, probably the most widely used technology in the industry.

According to Gritz, Reyes rendering led to unmanageable complexity in the artistic component of the production process, outweighing the render-time advantages of the Reyes method. But Gritz says even these advantages diminished as the demand for higher quality drove Imageworks to make more use of ray tracing and a sophisticated lighting model called global illumination.

The bottom line for Imageworks is that Arnold, which was licensed from Marcos Fajardo of Solid Angle, takes longer to do the final rendering, but is easier on the artists and makes it easier to create the models and lighting effects--a net win.

Sweeney echoed this theme the next day, which surprised me considering Sweeney's focus is real-time rendering for 3D games--notably with Epic's Unreal Engine, which has been used in hundreds of 3D games on all the major platforms. Game rendering uses far less sophisticated techniques because each frame has to be rendered in perhaps one-sixtieth of a second, not the four or five hours on average that can be devoted to a single frame of a motion picture.

It seems that Sweeney is also… Read more