Performance and Power Consumption Characterization of 3D Mobile Games
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Download Speeds Performance and Optimized for Long Battery Life
® QUALCOMM FEATURING THE LATEST IN MOBILE TECHNOLOGY. TM SNAPDRAGON Capture sharper, higher-quality images, in challenging lighting situations Qualcomm’s Spectra 14-bit dual image signal processors tap into the enhanced performance and feature enhancements that Hexagon 680 DSP’s HVX 820MOBILE PROCESSOR performance adds with amazing features like Low Light Photo and Video and Touch-to-Track where ISP and DSP work intelligently together to enhance imaging as well as track movements and improve zoom. Enabling a more immersive, intuitive and Immersive, life-like connected experience. virtual reality The Snapdragon 820 mobile processor Experience realistic, visual and audio immersion and offers many advantages: smooth VR action enabled by Snapdragon 820’s • New X12 LTE: Industry leading Heterogeneous compute platform, designed for high connectivity with LTE download speeds performance and optimized for long battery life. of up to 600 Mbps and multi-gigabit 802.11ad Wi-Fi • New Qualcomm® Kryo CPU: Delivering Next-generation maximum performance and low power consumption Kryo is QTI’s first custom computer vision 64-bit quad-core CPU, manufactured Drive more safely with object detection and enhanced in advanced 14nm FinFET LPP process navigation and enhance your smartphone camera • New Qualcomm® Adreno 530: Up to capability with features that can track faces and 40% better graphics and compute objects for a more intelligent mobile experience. performance with the Adreno 530 GPU • Qualcomm Spectra™ 14-bit dual image signal processors (ISPs) deliver high Deeply immersive resolution DSLR-quality images using heterogeneous compute for advanced 3D gaming processing and additional power The combination of Snapdragon 820’s Adreno 530 GPU savings and Kryo CPU creates enough compute performance • New Hexagon 680 DSP includes to enable console quality games and exciting, next Hexagon Vector eXtensions and Sensor generation virtual reality applications. -
Powervr SGX Series5xt IP Core Family
PowerVR SGX Series5XT IP Core Family The PowerVR™ SGX Series5XT Graphics Processing Unit (GPU) IP core family is a series Features of highly efficient graphics acceleration IP cores that meet the multimedia requirements of • Most comprehensive IP core family the next generation of consumer, communications and computing applications. and roadmap in the industry PowerVR SGX Series5XT architecture is fully scalable for a wide range of area and • USSE2 delivers twice the peak performance requirements, enabling it to target markets from low cost feature-rich mobile floating point and instruction multimedia products to very high performance consoles and computing devices. throughput of Series5 USSE • YUV and colour space accelerators The family incorporates the second-generation Universal Scalable Shader Engine (USSE2™), for improved performance with a feature set that exceeds the requirements of OpenGL 2.0 and Microsoft Shader • Upgraded PowerVR Series5XT Model 3, enabling 2D, 3D and general purpose (GP-GPU) processing in a single core. shader-driven tile-based deferred rendering (TBDR) architecture • Multi-processor options enable scalability to higher performance • Support for all industry standard PowerVR SGX Family mobile and desktop graphics APIs and operating sytems Series5XT SGX543MP1-16, SGX544MP1-16, SGX554MP1-16 • Fully backwards compatible with PowerVR MBX and SGX Series5 Series5 SGX520, SGX530, SGX531, SGX535, SGX540, SGX545 Benefits Multi-standard API and OS • Extensive product line supports all area/performance requirements OpenGL -
GPU Developments 2018
GPU Developments 2018 2018 GPU Developments 2018 © Copyright Jon Peddie Research 2019. All rights reserved. Reproduction in whole or in part is prohibited without written permission from Jon Peddie Research. This report is the property of Jon Peddie Research (JPR) and made available to a restricted number of clients only upon these terms and conditions. Agreement not to copy or disclose. This report and all future reports or other materials provided by JPR pursuant to this subscription (collectively, “Reports”) are protected by: (i) federal copyright, pursuant to the Copyright Act of 1976; and (ii) the nondisclosure provisions set forth immediately following. License, exclusive use, and agreement not to disclose. Reports are the trade secret property exclusively of JPR and are made available to a restricted number of clients, for their exclusive use and only upon the following terms and conditions. JPR grants site-wide license to read and utilize the information in the Reports, exclusively to the initial subscriber to the Reports, its subsidiaries, divisions, and employees (collectively, “Subscriber”). The Reports shall, at all times, be treated by Subscriber as proprietary and confidential documents, for internal use only. Subscriber agrees that it will not reproduce for or share any of the material in the Reports (“Material”) with any entity or individual other than Subscriber (“Shared Third Party”) (collectively, “Share” or “Sharing”), without the advance written permission of JPR. Subscriber shall be liable for any breach of this agreement and shall be subject to cancellation of its subscription to Reports. Without limiting this liability, Subscriber shall be liable for any damages suffered by JPR as a result of any Sharing of any Material, without advance written permission of JPR. -
Scalability of Terrain Visualization in Large Virtual Environments
WORDT ' Facultyof Mathematics and Natural Department of NIET UITGELEEND Mathematics and Computing Science Scalability of Terrain Visualization in Large Virtual Environments Esger G.N. Abbink Advisors: dr. J.B.TM. Roerdink Department of Mathematics and Computing Science University of Groningen drs. M.J.B. van Delden drs. M. Wierda Virtual Environments, Systems, and Consultancy Zeegse .(,-,-, June,2000 Rkunlv,,,IOIOi*S DDothk W1s*ud. 'iMP* IRS&SIICSIWI'U :.'von S r-;tus800 9' Avr')1rs.r Scalability of terrain visualization in large Virtual Environments Esger G.N. Abbink Department of Mathematics and Computing Science Graduate specialization High Performance Computing and Imaging Studentnumber 0831425 Gerkesklooster/ Zeegse, April 2000 Rapport vesc WR-2000/3 •1 Table of Contents Scalability of terrain visualization in large Virtual Environments..1 1. Introduction 4 2. Virtual Environments 6 2.1 Startingpoints 6 2.2 Means-end analysis 6 2.3 Man-in-the-loop 6 2.4 Hardware 8 2.5 Real-world simulators 9 2.5.1 Flight Simulators 9 2.5.2 Driving Simulators 9 2.5.3 Rail vehicle simulators 10 2.5.4 Ship Simulator 11 2.5.5 yE Walkthrough 11 2.5.6 Entertainment Simulators 12 2.5.7 Telepresence 12 2.5.8 Virtual GIS 13 2.6 Summary & practical continuation 13 3. Scalable terrain visualization 15 3.1 Introduction 15 3.2 The sample implementation 15 3.2.1 Introduction 15 3.2.2 Getting it to work 15 3.2.3 Porting the sample implementation to 4Space 16 3.3 Design 16 3.3.1 Goal 16 3.3.2 Requirements 16 3.3.3 Terrain representation 16 3.3.4 Basic setup 18 3.3.5 Tessellation algorithm 19 3.3.6 Implementation approach 23 3.4 Implementation 24 3.4.1 Terrain data generation 24 3.4.2 Implementing Central Differencing 24 3.4.2 Interfacing 4Space 28 3.4.3 Memory management 29 3.4.4 Dynamic data storages 30 3.4.4.1 Queue 30 3.4.4.2 Dynamic List & Pool 31 3.4.4.3 Red-Black Tree 31 3.4.4.4 Dynamic Storage 32 3.4.4.5 Evaluating performance 33 2 4. -
An Evolution of Mobile Graphics
AN EVOLUTION OF MOBILE GRAPHICS Michael C. Shebanow Vice President, Advanced Processor Lab Samsung Electronics July 20, 20131 DISCLAIMER • The views herein are my own • They do not represent Samsung’s vision nor product plans 2 • The Mobile Market • Review of GPU Tech • GPU Efficiency • User Experience • Tech Challenges • Summary 3 The Rise of the Mobile GPU & Connectivity A NEW WORLD COMING? 4 DISCRETE GPU MARKET Flattening 5 MOBILE GPU MARKET Smart • In 2012, an estimated 800+ Phones million mobile GPUs shipped “Phablets” • ~123M tablets • ~712M smart phones Tablets • Will easily exceed 1B in the coming years • Trend: • Discrete GPU relatively flat • Mobile is growing rapidly 6 WW INTERNET TRAFFIC • Source: Cisco VNI Mobile INET IP Traffic growth Traffic • Internet traffic growth Year (TB/sec) rate (TB/sec) rate is staggering 2005 0.9 0.00 2006 1.5 65% 0.00 • 2012 total traffic is 2007 2.5 61% 0.01 13.7 GB per person 2008 3.8 54% 0.01 per month 2009 5.6 45% 0.04 2010 7.8 40% 0.10 • 2012 smart phone 2011 10.6 36% 0.23 traffic at 2012 12.4 17% 0.34 0.342 GB per person per month • 2017 smart phone traffic expected at 2.7 GB per person per month 7 WHERE ARE WE HEADED?… • Enormous quantity of GPUs • Large amount of interconnectivity • Better I/O 8 GPU Pipelines A BRIEF REVIEW OF GPU TECH 9 MOBILE GPU PIPELINE ARCHITECTURES Tile-based immediate mode rendering IA VS CCV RS PS ROP (TBIMR) Tile-based deferred IA VS CCV scene rendering (TBDR) RS PS ROP IA = input assembler VS = vertex shader CCV = cull, clip, viewport transform RS = rasterization, -
DRAFT - DATED MATERIAL the CONTENTS of THIS REVIEWER’S GUIDE IS INTENDED SOLELY for REFERENCE WHEN REVIEWING Rev a VERSIONS of VOODOO5 5500 REFERENCE BOARDS
Voodoo5™ 5500 for the PC Reviewer’s Guide DRAFT - DATED MATERIAL THE CONTENTS OF THIS REVIEWER’S GUIDE IS INTENDED SOLELY FOR REFERENCE WHEN REVIEWING Rev A VERSIONS OF VOODOO5 5500 REFERENCE BOARDS. THIS INFORMATION WILL BE REGULARLY UPDATED, AND REVIEWERS SHOULD CONTACT THE PERSONS LISTED IN THIS GUIDE FOR UPDATES BEFORE EVALUATING ANY VOODOO5 5500BOARD. 3dfx Interactive, Inc. 4435 Fortran Dr. San Jose, Ca 95134 408-935-4400 Brian Burke 214-570-2113 [email protected] PT Barnum 214-570-2226 [email protected] Bubba Wolford 281-578-7782 [email protected] www.3dfx.com www.3dfxgamers.com Copyright 2000 3dfx Interactive, Inc. All Rights Reserved. All other trademarks are the property of their respective owners. Visit the 3dfx Virtual Press Room at http://www.3dfx.com/comp/pressweb/index.html. Voodoo5 5500 Reviewers Guide xxxx 2000 Table of Contents Benchmarking the Voodoo5 5500 Page 5 • Cures for common benchmarking and image quality mistakes • Tips for benchmarking • Overclocking Guide INTRODUCTION Page 11 • Optimized for DVD Acceleration • Scalable Performance • Trend-setting Image quality Features • Texture Compression • Glide 2.x and 3.x Compatibility: The Most Titles • World-class Window’s GUI/video Acceleration SECTION 1: Voodoo5 5500 Board Overview Page 12 • General Features • 3D Features set • 2D Features set • Voodoo5 Video Subsystem • SLI • Texture compression • Fill Rate vs T&L • T-Buffer introduction • Alternative APIs (Al Reyes on Mac, Linux, BeOS and more) • Pricing & Availability • Warranty • Technical Support • Photos, screenshots, -
Mobile 3D Devices They're Not Little
Mobile 3D Devices -- They’re not little PCs! Stephen Wilkinson – Graphics Software Technical Lead Texas Instruments CSSD/OMAP Who is this guy? ! Involved with simulation and games since 1995 ! Worked on SIMNET for the US Army ! PC gaming ! Titles include WarBirds 1 & 2, Fighter Squadron, AMA SuperBike, NHRA Drag Racing, NHRA Main Event ! 30+ Casino Games (yeah, yeah) ! Worked on core technology for several console games ! D&D Heroes, Mission Impossible: Operation SURMA, and T3: Redemption (NGC, PS2, Xbox) ! Former member of the Graphics and Computer Vision group at Nokia Research Center ! Now the CSSD graphics software technical lead at Texas Instruments working on OMAP Introduction ! Mobile 3D hardware is not a “Mini-me” of your desktop PC. ! To obtain similar features and relatively high levels of performance, mobile hardware has made some tradeoffs compared to the power of your desktop Introduction… ! If you are just learning mobile 3D or have learned about graphics and performance on a more “traditional” platform such as a PC or console, this presentation should help you: ! Recognize the most important areas in mobile power and performance for 3D and game development ! Take appropriate lessons learned from desktop development whenever possible… ! Avoid lessons from the desktop which can make your game slower or more power-hungry than it could be! Mobile performance preview ! Some you know, some you may not… Sorted by acronym the main problems are: ! CPU ! GPU ! Memory ! Your game The Mobile CPU ! No, it doesn’t have a Hemi. The Mobile GPU ! No, there’s not really a tiny 3dfx Voodoo™ card in that handset Mobile Memory ! It’s SLOOOOOOOW…. -
AMD Radeon E8860
Components for AMD’s Embedded Radeon™ E8860 GPU INTRODUCTION The E8860 Embedded Radeon GPU available from CoreAVI is comprised of temperature screened GPUs, safety certi- fiable OpenGL®-based drivers, and safety certifiable GPU tools which have been pre-integrated and validated together to significantly de-risk the challenges typically faced when integrating hardware and software components. The plat- form is an off-the-shelf foundation upon which safety certifiable applications can be built with confidence. Figure 1: CoreAVI Support for E8860 GPU EXTENDED TEMPERATURE RANGE CoreAVI provides extended temperature versions of the E8860 GPU to facilitate its use in rugged embedded applications. CoreAVI functionally tests the E8860 over -40C Tj to +105 Tj, increasing the manufacturing yield for hardware suppliers while reducing supply delays to end customers. coreavi.com [email protected] Revision - 13Nov2020 1 E8860 GPU LONG TERM SUPPLY AND SUPPORT CoreAVI has provided consistent and dedicated support for the supply and use of the AMD embedded GPUs within the rugged Mil/Aero/Avionics market segment for over a decade. With the E8860, CoreAVI will continue that focused support to ensure that the software, hardware and long-life support are provided to meet the needs of customers’ system life cy- cles. CoreAVI has extensive environmentally controlled storage facilities which are used to store the GPUs supplied to the Mil/ Aero/Avionics marketplace, ensuring that a ready supply is available for the duration of any program. CoreAVI also provides the post Last Time Buy storage of GPUs and is often able to provide additional quantities of com- ponents when COTS hardware partners receive increased volume for existing products / systems requiring additional inventory. -
John Carmack Archive - .Plan (1998)
John Carmack Archive - .plan (1998) http://www.team5150.com/~andrew/carmack March 18, 2007 Contents 1 January 5 1.1 Some of the things I have changed recently (Jan 01, 1998) . 5 1.2 Jan 02, 1998 ............................ 6 1.3 New stuff fixed (Jan 03, 1998) ................. 7 1.4 Version 3.10 patch is now out. (Jan 04, 1998) ......... 8 1.5 Jan 09, 1998 ............................ 9 1.6 I AM GOING OUT OF TOWN NEXT WEEK, DON’T SEND ME ANY MAIL! (Jan 11, 1998) ................. 10 2 February 12 2.1 Ok, I’m overdue for an update. (Feb 04, 1998) ........ 12 2.2 Just got back from the Q2 wrap party in vegas that Activi- sion threw for us. (Feb 09, 1998) ................ 14 2.3 Feb 12, 1998 ........................... 15 2.4 8 mb or 12 mb voodoo 2? (Feb 16, 1998) ........... 19 2.5 I just read the Wired article about all the Doom spawn. (Feb 17, 1998) .......................... 20 2.6 Feb 22, 1998 ........................... 21 1 John Carmack Archive 2 .plan 1998 3 March 22 3.1 American McGee has been let go from Id. (Mar 12, 1998) . 22 3.2 The Old Plan (Mar 13, 1998) .................. 22 3.3 Mar 20, 1998 ........................... 25 3.4 I just shut down the last of the NEXTSTEP systems running at id. (Mar 21, 1998) ....................... 26 3.5 Mar 26, 1998 ........................... 28 4 April 30 4.1 Drag strip day! (Apr 02, 1998) ................. 30 4.2 Things are progressing reasonably well on the Quake 3 en- gine. (Apr 08, 1998) ....................... 31 4.3 Apr 16, 1998 .......................... -
Troubleshooting Guide Table of Contents -1- General Information
Troubleshooting Guide This troubleshooting guide will provide you with information about Star Wars®: Episode I Battle for Naboo™. You will find solutions to problems that were encountered while running this program in the Windows 95, 98, 2000 and Millennium Edition (ME) Operating Systems. Table of Contents 1. General Information 2. General Troubleshooting 3. Installation 4. Performance 5. Video Issues 6. Sound Issues 7. CD-ROM Drive Issues 8. Controller Device Issues 9. DirectX Setup 10. How to Contact LucasArts 11. Web Sites -1- General Information DISCLAIMER This troubleshooting guide reflects LucasArts’ best efforts to account for and attempt to solve 6 problems that you may encounter while playing the Battle for Naboo computer video game. LucasArts makes no representation or warranty about the accuracy of the information provided in this troubleshooting guide, what may result or not result from following the suggestions contained in this troubleshooting guide or your success in solving the problems that are causing you to consult this troubleshooting guide. Your decision to follow the suggestions contained in this troubleshooting guide is entirely at your own risk and subject to the specific terms and legal disclaimers stated below and set forth in the Software License and Limited Warranty to which you previously agreed to be bound. This troubleshooting guide also contains reference to third parties and/or third party web sites. The third party web sites are not under the control of LucasArts and LucasArts is not responsible for the contents of any third party web site referenced in this troubleshooting guide or in any other materials provided by LucasArts with the Battle for Naboo computer video game, including without limitation any link contained in a third party web site, or any changes or updates to a third party web site. -
3Dfx Oral History Panel Gordon Campbell, Scott Sellers, Ross Q. Smith, and Gary M. Tarolli
3dfx Oral History Panel Gordon Campbell, Scott Sellers, Ross Q. Smith, and Gary M. Tarolli Interviewed by: Shayne Hodge Recorded: July 29, 2013 Mountain View, California CHM Reference number: X6887.2013 © 2013 Computer History Museum 3dfx Oral History Panel Shayne Hodge: OK. My name is Shayne Hodge. This is July 29, 2013 at the afternoon in the Computer History Museum. We have with us today the founders of 3dfx, a graphics company from the 1990s of considerable influence. From left to right on the camera-- I'll let you guys introduce yourselves. Gary Tarolli: I'm Gary Tarolli. Scott Sellers: I'm Scott Sellers. Ross Smith: Ross Smith. Gordon Campbell: And Gordon Campbell. Hodge: And so why don't each of you take about a minute or two and describe your lives roughly up to the point where you need to say 3dfx to continue describing them. Tarolli: All right. Where do you want us to start? Hodge: Birth. Tarolli: Birth. Oh, born in New York, grew up in rural New York. Had a pretty uneventful childhood, but excelled at math and science. So I went to school for math at RPI [Rensselaer Polytechnic Institute] in Troy, New York. And there is where I met my first computer, a good old IBM mainframe that we were just talking about before [this taping], with punch cards. So I wrote my first computer program there and sort of fell in love with computer. So I became a computer scientist really. So I took all their computer science courses, went on to Caltech for VLSI engineering, which is where I met some people that influenced my career life afterwards. -
Powervr Graphics - Latest Developments and Future Plans
PowerVR Graphics - Latest Developments and Future Plans Latest Developments and Future Plans A brief introduction • Joe Davis • Lead Developer Support Engineer, PowerVR Graphics • With Imagination’s PowerVR Developer Technology team for ~6 years • PowerVR Developer Technology • SDK, tools, documentation and developer support/relations (e.g. this session ) facebook.com/imgtec @PowerVRInsider │ #idc15 2 Company overview About Imagination Multimedia, processors, communications and cloud IP Driving IP innovation with unrivalled portfolio . Recognised leader in graphics, GPU compute and video IP . #3 design IP company world-wide* Ensigma Communications PowerVR Processors Graphics & GPU Compute Processors SoC fabric PowerVR Video MIPS Processors General Processors PowerVR Vision Processors * source: Gartner facebook.com/imgtec @PowerVRInsider │ #idc15 4 About Imagination Our IP plus our partners’ know-how combine to drive and disrupt Smart WearablesGaming Security & VR/AR Advanced Automotive Wearables Retail eHealth Smart homes facebook.com/imgtec @PowerVRInsider │ #idc15 5 About Imagination Business model Licensees OEMs and ODMs Consumers facebook.com/imgtec @PowerVRInsider │ #idc15 6 About Imagination Our licensees and partners drive our business facebook.com/imgtec @PowerVRInsider │ #idc15 7 PowerVR Rogue Hardware PowerVR Rogue Recap . Tile-based deferred renderer . Building on technology proven over 5 previous generations . Formally announced at CES 2012 . USC - Universal Shading Cluster . New scalar SIMD shader core . General purpose compute is a first class citizen in the core … . … while not forgetting what makes a shader core great for graphics facebook.com/imgtec @PowerVRInsider │ #idc15 9 TBDR Tile-based . Tile-based . Split each render up into small tiles (32x32 for the most part) . Bin geometry after vertex shading into those tiles . Tile-based rasterisation and pixel shading .