Embra
Distinguished
http://www.cpu-world.com/news_2014/2014041801_AMD_Beema_low_power_APUs_spotted.html
AMD "Beema" low power APUs spotted
AMD "Beema" low power APUs spotted
Apple didn't build a Krait/Silvermont competitor, it built something much closer to Intel's big cores. At the launch of the iPhone 5s, Apple referred to the A7 as being "desktop class" - it turns out that wasn't an exaggeration.
AMD is currently undergoing a very public and intensely scrutinized reorganization, shrinking into profitability. This extends to Jim Keller's cores groups; one of the first tasks he completed was his own internal reorganization and responsibility shuffle to align his group's efforts best with the new efforts being made by the company. As we now know, that includes ARM cores, in the form of both IP for hardware security zone functionality and 64-bit ARMv8 for servers; an AMD Opteron branded ARM processor is expected in the next 12 months.
[...]
The best part of interview came in a nice little tidbit about core performance while discussing how much market and application awareness plays a role in core design. Many things are incremental, one of which is legacy performance on new designs. Jim confidently stated AMD are on track to catch up on high performance core, a function of design improvements. We couldn't pin down a timeline for this, but with a time scale of two years core design and one year build and test, it's not going to be immediate. My expectation is 2015.
They also mentioned during their presentation that with proper implementations of these high-level OpenGL techniques, driver overhead could be reduced to almost zero. This is something that Nvidia's software engineers have already claimed is impossible with Direct3D and only possible with OpenGL (see video below).
The techniques presented apply to all major vendors and are suitable for use across multiple platforms
OpenGL can cut through the driver overhead that has been a frustrating reality for game developers since the beginning of the PC game industry. On desktop systems, driver overhead can decrease frame rate. On mobile devices, however, driver overhead is even more insidious, robbing both battery life and frame rate.
They also mentioned during their presentation that with proper implementations of these high-level OpenGL techniques, driver overhead could be reduced to almost zero. This is something that Nvidia's software engineers have already claimed is impossible with Direct3D and only possible with OpenGL (see video below).
The techniques presented apply to all major vendors and are suitable for use across multiple platforms
OpenGL can cut through the driver overhead that has been a frustrating reality for game developers since the beginning of the PC game industry. On desktop systems, driver overhead can decrease frame rate. On mobile devices, however, driver overhead is even more insidious, robbing both battery life and frame rate.