<![CDATA[Gizmodo: gpu]]> http://tags.gizmodo.com/assets/base/img/thumbs140x140/gizmodo.com.png <![CDATA[Gizmodo: gpu]]> http://gizmodo.com/tag/gpu http://gizmodo.com/tag/gpu <![CDATA[Intel Confirms Larrabee Graphics Card is Dead]]> Last week Intel blabbed to us that its high-end Larrabee card would never debut as a "standalone discrete product," and now its demise has been made official. Can you hear Nvidia and AMD crowing from where you are too? [Reuters]

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<![CDATA[It's So Big]]> A comment on graphics cards and overcompensating: ATI's new Radeon 5970 HD is a staggering 13.3 12.16 inches long. [Anandtech]

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<![CDATA[Intel's High-End Larrabee Graphics Card Won't Be Released Anytime Soon]]> Intel just told us that its first Larrabee graphics card isn't ever coming out "as standalone discrete product," because they're behind where they'd hoped to be in development, meaning you won't be shoving one inside of your PC anytime soon.

And you have to figure that's pretty far behind, since the Larrabee launch timeframe was 2009/2010. The only way you'll be able to touch Larrabee now is as a development platform for graphics engines or high-performance computing, in order to develop for future Intel products.

Intel says they're going to announce new plans for discrete cards some time in 2010—mayyybe CES, where we talked to former Intel Chairman Craig Barrett about Larrabee last year? But, more likely at the Intel Developer Forum later in the year. [Intel]

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<![CDATA[ATI Radeon HD 5970: The World's Fastest Graphics Card]]> The ATI Radeon HD 5970 slaughters the competition in pretty much every benchmark thrown at it. It's outrageously fast. We're talking five teraflops here, people. Teraflops.

MaximumPC put the 5970 to the test (check out their review here), and found that it lives up to its promise. The 2GB dual-GPU card is the first to support DirectX 11, and basically doubles its wholly respectable predecessor (the 5870) in specs, capable of delivering nearly 5 teraflops of raw processing power. It's a massive card, about a foot long, designed mostly for heat dissipation, at which aim it apparently succeeds. It's also got easy access to overclocking via AMD's OverDrive, and can drive up to three displays simultaneously with a maximum resolution of 7680x1600. So it's pretty much the greatest thing ever, and it's got a pricetag to match: $600 upon its undisclosed release. Yow. [MaximumPC]

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<![CDATA[Nvidia Fermi Next-Gen Graphics Architecture Has 512 Cores for Radioactively Melting Faces]]> Fermi is Nvidia's new GPU architecture that's going to be the basis for all of its upcoming graphics cards. With 512 cores and 3 billion transistors, it will nuke Crysis.

The architecture really is a huge leap forward, according to people who've gone through it in-depth. Interestingly, the huge focus for Fermi is GPU computing. The first actual goods coming out using Fermi should be the GT300 series cards, which, besides the 512 cores sorted into 16 streaming processors with 32 cores each, uses a brand new GDDR5 memory setup.

PC Perspective has an epic write-up breaking down Fermi in detail that's worth a whirl, and of course Nvidia's got lots of fluff themselves all about Fermi. Strangely, they don't explain the name, which sounds like a sad little poodle. [Nvidia, PC Perspective, Anandtech]

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<![CDATA[AMD's Eyefinity Graphics Card Drives Six 30-Inch Monitors At Once]]> Good Lord—that is badass. What you are seeing here is the product of AMD's next-gen DirectX 11 graphics cards with an Eyefinity feature that allows you to use multiple monitors as a single display.

Specifics on the technology are being kept close to the vest, but a recent demonstration revealed, amazingly, that it runs on only one GPU. it also features several DisplayPort connectors—In this case, six 30-inch Dell displays were configured to run as a single 7680x4800 monitor.

Eyefinity is enabled through a combination of hardware and software being developed by AMD. On the hardware front, AMD's upcoming Radeons will sport between 3 and 6 display outputs of various types, DisplayPort, DVI, HDMI, etc. And those outputs will be managed by software currently dubbed SLS, or Single Large Surface. Using the SLS tool, users are able to configure a group of monitors to work with Eyefinity and essentially act as a single, large display.

Maximum PC witnessed XPlane 9 and Far Cry 2 running at full resolution on Eyefinity at 12-20 frames per second. HotHardware notes that an upcoming DX11 racing game, Dirt 2, was played at 7680 x 3200 with "perfectly acceptable frame rates" (although 12 fps is not what many would consider "acceptable"). They also claim that there are plans to integrate CrossFire support down the line and that AMD has partnered with manufacturers to create ultra-thin bezel displays specifically designed for use with Eyefinity. How long we will have to wait and how insanely expensive all this will be has yet to be determined. [Hot Hardware and Maximum PC]

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<![CDATA[Giz Explains: Why Tech Standards Are Vital For Apple (And You)]]> Tech standards are important. They're, well, standards. They shape the way the world works, ideally. So if you wanna influence your little world, you probably wanna shape (or maybe even create) standards. Take Apple, for example.

They Call It "Open" For a Reason
One of the more excellent aspects of Snow Leopard, actually, is its full-scale deployment of OpenCL 1.0—Open Computing Language—a framework that allows programmers to more easily utilize the full power of mixes of different kinds of processors like GPUs and multi-core CPUs. (Much of the excitement for that is in leveraging the GPU for non-graphical applications.)

OpenCL lives up to its name: It is a royalty-free open standard managed by the Khronos Group, and supported by AMD/ATI, Apple, ARM, IBM, Intel, Nvidia, among others. Interesting thing about this open industry standard is that it was developed and proposed by... Apple.

What Is a Standard?
By "standard," we're talking about a format, interface or programming framework that a bunch of companies or people or organizations agree is the way something's going to get done, whether it's how a movie is encoded or the way websites are programmed. Otherwise, nothing works. A video that plays on one computer won't play on another, web sites that work in one browser don't work in another, etc. With increased connectedness between different machines and different platforms, standards are increasingly vital to progress.

Standards can range from open (anybody can use them, for free) to open with conditions (anybody can use them as long they follow conditions X, Y and Z) to closed (you gotta have permission, and most likely, pay for it). Some companies view standards strictly as royalty machines; others don't make much money on them, instead using them to make sure developers do things the way they want them to. Apple falls into this latter category, by choice or possibly just by fate.

Kicking the Big Guy in the Shins
Of course, OpenCL isn't the only open standard that Apple's had a hand in creating or supporting that actually went industry-wide. When you're the little guy—as Apple was, and still is in computer OS marketshare, with under 10 percent—having a hand in larger industry standards is important. It keeps your platform and programming goals from getting steamrolled by, say, the de facto "standards" enforced by the bigger guy who grips 90 percent of the market.

If you succeed in creating a standard, you're making everybody else do things the way you want them done. If you're doubting how important standards are, look no further than the old Sony throwing a new one at the wall every week hoping it'll stick. Or Microsoft getting basically everybody but iTunes to use its PlaysForSure DRM a couple years ago. Or its alternative codecs and formats for basically every genuine industry standard out there. To be sure, there is money to be made in standards, but only if the standard is adopted—and royalties can be collected.

Web Standards: The Big Headache
The web has always been a sore spot in the standards debate. The web is a "universal OS," or whatever the cloud-crazy pundits call it, but what shapes your experience is your browser and in part, how compliant it is with the tools web developers use to build their products. Internet Exploder shit all over standards for years, and web programmers still want IE6 to die in a fiery eternal abyss.

Enter WebKit, an open source browser engine developed by Apple based off of the KHTML engine. It's so standards-compliant it tied with Opera's Presto engine to be the first to pass the Acid3 test. What's most striking about WebKit isn't the fact it powers Safari and Google Chrome on the desktop, but basically every full-fledged smartphone browser: iPhone, Android, Palm Pre, Symbian and (probably) BlackBerry. So WebKit hasn't just driven web standards through its strict adherence to them, but it has essentially defined, for now, the way the "real internet" is viewed on mobile devices. All of the crazy cool web programming you see now made is made possible by standards-compliant browsers.

True, OpenCL and WebKit are open source—Apple's been clever about the way it uses open source, look no further than the guts of OS X—but Apple is hardly devoted to the whole "free and open" thing, even when it comes to web standards.

All the AV Codecs You Can Eat
The recent debate over video in the next web standards, known collectively as HTML5, shows that: Mozilla supports the open-source Ogg Theora video codec, but Apple says it's too crappy to become the web's default video standard—freeing everyone from the tyranny of Adobe's Flash. Apple says Ogg's quality and hardware acceleration support don't match up to the Apple-supported MPEG-4 standardized H.264 codec, which is tied up by license issues that keep it from being freely distributed and open. (Google is playing it up the middle for the moment: While it has doubts about the performance of Ogg Theora, Chrome has built-in support for it and H.264.)

Apple has actually always been a booster of MPEG's H.264 codec, which is the default video format supported by the iPhone—part of the reason YouTube re-encoded all of its videos, actually—and gets hardware acceleration in QuickTime X with Snow Leopard. H.264 is basically becoming the video codec (it's in Blu-ray, people use it for streaming, etc.).

Why would Apple care? It means Microsoft's WMV didn't become the leading standard.

A sorta similar story with AAC, another MPEG standard. It's actually the successor to MP3, with better compression quality—and no royalties—but Apple had the largest role in making it mainstream by making it their preferred audio format for the iPod and iTunes Store. (It saw some limited use in portables a little earlier, but it didn't become basically mandatory for audio players to support it until after the iPod.) Another bonus, besides AAC's superiority to MP3: Microsoft's WMA, though popular for a while, never took over.

FireWire I Mean iLINK I Mean IEEE 1394
Speaking of the early days of the iPod, we can't leave out FireWire, aka IEEE 1394. Like OpenCL, Apple did a lot of the initial development work (Sony, IBM and others did a lot of work on it as well), presented it to a larger standards body—the Institute of Electrical and Electronics Engineers—and it became the basis for a standard. They tried to charge a royalty for it at first, but that didn't work out. It's a successful standard in a lot of ways—I mean, it is still on a lot of stuff like hard drives and camcorders still—but USB has turned out to be more universal, despite being technically inferior. (At least until USB 3.0 comes out, hooray!)

Update: Oops, forgot Mini DisplayPort, Apple's shrunken take on DisplayPort—a royalty-free video interface standard from VESA that's also notably supported by Dell—which'll be part of the official DisplayPort 1.2 spec. Apple licenses it for no fee, unless you sue Apple for patent infringement, which is a liiiiittle dicey. (On the other hand, we don't see it going too far as industry standard, which is why we forgot about it.)

That's just a relatively quick overview of some of the standards Apple's had a hand in one way or another, but it should give you an idea about how important standards are, and how a company with a relatively small marketshare (at least, in certain markets) can use them wield a lot of influence over a much broader domain.

Shaping standards isn't always for royalty checks or dominance—Apple's position doesn't allow them to be particularly greedy when it comes to determining how you watch stuff or browse the internet broadly. They've actually made things better, at least so far. But, one glance at the iPhone app approval process should give anybody who thinks they're the most gracious tech company second thoughts about that.

Still something you wanna know? Send questions about standards, things that are open other than your mom's legs or Sony Ultra Memory Stick XC Duo Quadro Micro Pro II to tips@gizmodo.com, with "Giz Explains" in the subject line.

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<![CDATA[Your Graphics Card Is Obsolete Again: ATI and Nvidia DirectX 11 Cards Soon]]> The first graphics cards that support DirectX 11—the next version of Microsoft's gaming APIs with more fiyapowah—from both ATI and Nvidia will apparently arrive in the next couple of months.

ATI's first, with the RV870-based Radeon HD 5800 series shipping out next month (no surprise, since they were showing it off a couple months ago), while Nvidia's following with the GT300 series that'll apparently hit in December, according to DigiTimes' sources. On the other hand, Nvidia seems to have the lead on the actual Windows 7 front, since their GPUs are already Windows Hardware Qualification Lab-certified with support for the new DirectCompute API. Bonus: Your existing Nvidia graphics works with it, if it ain't ancient.

Then again, there's no excuse like a new operating system for buying hundreds of dollars in new computer gear. [DigiTimes]

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<![CDATA[ATI Stream vs. Nvidia CUDA Graphics Accelerated Deathmatch]]> The eternal graphics war: ATI vs. Nvidia. With the rise of GPGPU computing, if you're deciding who to fall in line with based on their graphics-accelerated platforms—Stream or CUDA, respectively—PC Perspective's done the dirty benchmarking work for you.

It actually boils down fairly simply to a mixed bag: ATI's Stream tends to be outright faster and pulls more of the load off of the CPU, but Nvidia's CUDA tends to produce better quality results. Interestingly, PC Perspective seems to like ATI's Avivo video transcoding application more than they used to, saying they're impressed by its simplicity. But which side are you on? [PC Perspective via Engadget]

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<![CDATA[The Current State of Graphics Cards, In a Photo]]> Meaningless numerical name? Check. Ostentatious styling added by a third party, completely unsuited for a component that you often can't see? Check. Bizarre, irrelevant marketing claims? Oh, check.

The MSI R4890 Cyclone SOC, which shares as much aesthetically with a motorcycle engine as it does a PC component, is a perfect example of everything that is confusing, irritating and unnecessarily obfuscated with graphics cards today.

There's a lot of impressive tech here—an overclocked 1GHz ATI Radeon HD 4890 GPU and 1GB of GDDR5 RAM— but instead of putting that into meaningful terms, MSI is content to just throw the numbers out there and brag about the card's "200-year lifespan" and "largest ever" fan. I'm sure this is fun for the hardest of the hardcore enthusiasts, but for the rest of us it's just a headache. The card should ship any day now, priced somewhere in the ballpark of $250. [Slashgear]

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<![CDATA[AMD Unveils World's First DirectX 11 Graphics Processor, Takes It for a Spin in Public]]> AMD demoed their buzzed-about DirectX 11 graphics processor at the Computex show in Taiwan, offering proof that they're making progress in getting to market first with their product.

Engadget says details are scant, but mention that AMD says that new DX11 features, such as the Compute Shader, will help improve Windows 7 performance, among other things. They expect their DirectX 11 products to be available in late 2009. [AMD via Engadget]

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<![CDATA[Giz Explains: GPGPU Computing, and Why It'll Melt Your Face Off]]> No, I didn't stutter: GPGPU—general-purpose computing on graphics processor units—is what's going to bring hot screaming gaming GPUs to the mainstream, with Windows 7 and Snow Leopard. Finally, everbody's face melts! Here's how.

What a Difference a Letter Makes
GPU sounds—and looks—a lot like CPU, but they're pretty different, and not just 'cause dedicated GPUs like the Radeon HD 4870 here can be massive. GPU stands for graphics processing unit, while CPU stands for central processing unit. Spelled out, you can already see the big differences between the two, but it takes some experts from Nvidia and AMD/ATI to get to the heart of what makes them so distinct.

Traditionally, a GPU does basically one thing, speed up the processing of image data that you end up seeing on your screen. As AMD Stream Computing Director Patricia Harrell told me, they're essentially chains of special purpose hardware designed to accelerate each stage of the geometry pipeline, the process of matching image data or a computer model to the pixels on your screen.

GPUs have a pretty long history—you could go all the way back to the Commodore Amiga, if you wanted to—but we're going to stick to the fairly present. That is, the last 10 years, when Nvidia's Sanford Russell says GPUs starting adding cores to distribute the workload across multiple cores. See, graphics calculations—the calculations needed to figure out what pixels to display your screen as you snipe someone's head off in Team Fortress 2—are particularly suited to being handled in parallel.

An example Nvidia's Russell gave to think about the difference between a traditional CPU and a GPU is this: If you were looking for a word in a book, and handed the task to a CPU, it would start at page 1 and read it all the way to the end, because it's a "serial" processor. It would be fast, but would take time because it has to go in order. A GPU, which is a "parallel" processor, "would tear [the book] into a thousand pieces" and read it all at the same time. Even if each individual word is read more slowly, the book may be read in its entirety quicker, because words are read simultaneously.

All those cores in a GPU—800 stream processors in ATI's Radeon 4870—make it really good at performing the same calculation over and over on a whole bunch of data. (Hence a common GPU spec is flops, or floating point operations per second, measured in current hardware in terms of gigaflops and teraflops.) The general-purpose CPU is better at some stuff though, as AMD's Harrell said: general programming, accessing memory randomly, executing steps in order, everyday stuff. It's true, though, that CPUs are sprouting cores, looking more and more like GPUs in some respects, as retiring Intel Chairman Craig Barrett told me.

Explosions Are Cool, But Where's the General Part?
Okay, so the thing about parallel processing—using tons of cores to break stuff up and crunch it all at once—is that applications have to be programmed to take advantage of it. It's not easy, which is why Intel at this point hires more software engineers than hardware ones. So even if the hardware's there, you still need the software to get there, and it's a whole different kind of programming.

Which brings us to OpenCL (Open Computing Language) and, to a lesser extent, CUDA. They're frameworks that make it way easier to use graphics cards for kinds of computing that aren't related to making zombie guts fly in Left 4 Dead. OpenCL is the "open standard for parallel programming of heterogeneous systems" standardized by the Khronos Group—AMD, Apple, IBM, Intel, Nvidia, Samsung and a bunch of others are involved, so it's pretty much an industry-wide thing. In semi-English, it's a cross-platform standard for parallel programming across different kinds of hardware—using both CPU and GPU—that anyone can use for free. CUDA is Nvidia's own architecture for parallel programming on its graphics cards.

OpenCL is a big part of Snow Leopard. Windows 7 will use some graphics card acceleration too (though we're really looking forward to DirectX 11). So graphics card acceleration is going to be a big part of future OSes.

So Uh, What's It Going to Do for Me?
Parallel processing is pretty great for scientists. But what about those regular people? Does it make their stuff go faster. Not everything, and to start, it's not going too far from graphics, since that's still the easiest to parallelize. But converting, decoding and creating videos—stuff you're probably using now more than you did a couple years ago—will improve dramatically soon. Say bye-bye 20-minute renders. Ditto for image editing; there'll be less waiting for effects to propagate with giant images (Photoshop CS4 already uses GPU acceleration). In gaming, beyond straight-up graphical improvements, physics engines can get more complicated and realistic.

If you're just Twittering or checking email, no, GPGPU computing is not going to melt your stone-cold face. But anyone with anything cool on their computer is going to feel the melt eventually.

[Back to our Complete Guide to Snow Leopard]

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<![CDATA[Why Windows 7 Is Snappier Than Vista]]> Most people will tell you that Windows 7 is snappier than Vista, even though the raw numbers say otherwise. But it's not in your head. Windows 7 is more responsive than Vista. Here's why.

I meant to post this a few days ago, but it fits in really nicely with our benchmark testing to explain what's going on under Windows 7's hood. Microsoft obviously focused a lot on the user experience in Windows 7, so a lot of work went into improving desktop responsiveness—smoothing out the little snags or hangs up that made people feel like Vista was too slow. Which is apparently a hard thing to do, since a million different things can cause slowdown. But the most frequent cause of hangups is a bottleneck caused by one graphics device interface application—an app that taps your graphics card—waiting on another GDI app that's being all slow and crappy.

In Vista, this could happen because the way the GDI was designed, a single app could hold a system-wide global lock, so apps running simultaneously constantly jockey for the lock in order to render on the screen, and if one asshole app doesn't let go, it screws every other app waiting in line. So Microsoft re-designed the way this stuff is orchestrated, so multiple apps can "reliably" render at the same time, meaning less bottlenecks. Besides improving reliability, the redesign actually improved performance with multiple GDI apps running simultaneously on multi-core processors, so you'll see real benefits from going multi-core, which no doubt makes Intel's Craig Barrett happy.

Oh yes, they also reduced the memory footprint, but anybody running Windows 7 already noticed this. So yes, Windows 7 really is more responsive, even if run-of-the-mill benchmarks can't exactly measure how that is. [Engineering Windows 7]

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<![CDATA[Ex-Apple Engineers' Caustic Startup Promises 200x Faster Ray-Tracing Graphics by 2010 (Suck It, Crysis)]]> Caustic Graphics, a startup from ex-Apple engineers, thinks their approach to 3D graphics—ray-tracing—will result in way more realistic eye candy than you see today, with chips that are 200x faster than today's by 2010.

In a nutshell, ray tracing works by tracing rays (ta da!) or lines of light from a certain point through pixels in an image plane. It's hard to do, because it takes a lot of processing juju, with a fast processor that has a ton of cache memory.

Nvidia and AMD are working on a hybrid approach that uses ray-tracing and rasterization (their current technique). Which makes sense in context of what Intel chief Craig Barrett told me at CES: "Everybody's kind of looking at the same thing, which is, 'How do I mix and match a CPU- and a GPU-type core, or six of these and two of those, and how do you have the software solution to go hand-in-hand?'"

Right now, Caustic says they have a hardware and software setup that can zoomify ray-tracing 20x over today's hardware, and that by 2010, they'll have goods that'll do it 200x faster. Sadly, they're not moving into the gaming space first, instead focusing on architects and animators, meaning we'll have to wait for like Crysis 4 to see if Caustic can... well, you know the rest. [NYT]

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<![CDATA[MacBook Pro Graphics Issue Could Be Due to Faulty Fan Speed]]> Let's not storm the Nvidia gates with our torches and pitchforks just yet, folks, because today we learned that the MacBook Pro graphics issue could be due to a cooling problem.

Again, nothing's confirmed just yet, but preliminary testing has shown users who artificially set the MacBook Pro's cooling fan to 3,000rpm eliminate the screen burn-in issue we told you about earlier this week.

One MacBook Pro user, posting a reply in the Apple Support Forum, said the fans are intended to run at 2,000rpm until default conditions, and then spool up to 3,500 when high-temperature conditions kick in. You know, like what happens when you're using a GPU like the Nvidia 9600M.

That said, the MacBook Pro is having a little trouble getting it up, so to speak, and remains at about 2,050rpm when the temps rise to the point where the screen begins to flake out. That's bad.

What's good is this seems like a simple software fix, at least from the sound of this latest discussion. [Slashgear]

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<![CDATA[Official Nvidia Mobile GPU Drivers Available Online]]> Though mobile graphics drivers have historically been available only from the laptop manufacturer, Nvidia finally posted their official drivers on their site. Say goodbye to those 3rd-party hacked and often buggy drivers!

Mobile GPU drivers were so scarce because those drivers are very customized, from hotkeys to smooth suspend and resume functions on each individual laptop. As a result, many advanced users have had to scour forums for drivers hacked together by other users, and that's not the most reliable way to upgrade or update software. So it's great to see Nvidia offering broad support for driver updates on their own site, especially since they say they've been hard at work to ensure compatibility and retention of features across all manufacturers. Hopefully these official releases will be more stable than the unofficial hacks. [Notebook Review via Engadget]

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<![CDATA[Do the New MacBook Pros Have Faulty Nvidia Graphics Cards?]]> We already know the new MacBook Pros have video problems, so when the Inquirer says their Nvidia GeForce 9600 GTs use the same faulty material that killed earlier graphics cards, it doesn't look good.

So a quick recap on the original issue and the back and forth between Nvidia and the Inquirer: Nvidia admitted back in July "significant quantities" of notebooks are defective, built and packaged with "weak" materials that are leading to them to overheat and fail at a "higher-than-normal" rate, but declined to state which cards specifically.

The Inquirer said every single G84 and G86 card was affected, and a GPU apocalypse was coming, and indeed, more and more models from different manufacturers came to light with the problem. The previous-gen MacBook Pro was actually the last one revealed to be smitten by the plague, like the final Cylon or something, since Nvidia was reportedly less-than-honest about the problem to Apple. Nvidia continued to reiterate most chips are just peachy.

Nvidia says that its current chips don't use the weak materials, which produce what are called "bad bumps." Obviously, the Inquirer thought they were lying, so they took a new MacBook Pro to a lab, cracked it open, sliced apart the G96 GPU and checked it out under a scanning electron microscope with an X-ray microanalysis system.

The result? The Inq says the same old bad bumps, which were composed mostly of lead, are there in the GeForce 9600 vs. the new, good eutectic bumps that are in the GeForce 9400M (the MacBook and MacBook Pro's chipset/integrated graphics). Or more straight up, "The 9600 is unquestionably using 'bad bumps', directly contradicting the statements from Nvidia...It suggests that there are 15-inch Macbook Pros being sold with 'bad bumps', the same materials that brought down so many HP, Dell and Apple parts, both laptop and desktop."

Naturally, I asked Nvidia for their reaction to Charlie's Inq piece, and a spokesperson reiterated that the GeForce 9600 GT graphics cards in the MacBook Pros "don't have bad bumps at all." He said that, "yes, they're lead bumps" but "hundreds of millions of chips have lead bumps." And it's "a different material set [from the faulty one], one they transferred to earlier" that's used in the 9400, 9600 and 9800.

Of course, the Inquirer's whole point is that Nvidia is lying. So, who to believe? Well, here's what we know for sure. When I talked to Nvidia about the original run of faulty chips, and why we saw it some systems and not others, they told me it was largely a thermal issue, which, in combination with the weak materials, would cause the kiss-of-death cracking—so you'd see it in systems that ran hot, in other words, like some notebooks or slimline desktops with poor circulation. (Which is why the "fix" for the problem were firmware updates that cranked the card's fans sooner.)

We further know that the 9600 GT cards in the MacBook Pro are currently having problems that appear to be heat-related, causing them to lock up and launch into the "black screen of death." Also, Nvidia pointed out that there aren't a whole lot of labs properly equipped to do the kind of analysis the Inquirer commissioned—you can't just walk down to your local Discovery Channel store—though they left it at that.

And that's about as definitive as we can get, for now. Two things bother us: We would've liked a slice and dice of one of the previous-gen bad chips to directly compare to the new, supposedly bad one. And Nvidia's subtle implication that the people with labs equipped to perform this kind of analysis have a vested interest in the outcome also has the magical effect of shielding them from the results.

You can believe Nvidia. You can believe the Inquirer. I just know that given the thermal problems that already clearly exist, I really hope the Inquirer is wrong. If you know something about this you wanna share, email me.

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<![CDATA[Nvidia GeForce GTX 295 Graphics Card Is Insane: Two GTX 260s Bolted Together]]> Tired of ATI ruling the uberidiculous end of the graphics card space, Nvidia is apparently striking back with its own super-stacked GTX295—it's basically two GTX 200 GPUs hot-glued together.

Expected to be unveiled at CES, the GTX 295 (nee GTX260 GX2) actually is made up of two print-circuit boards, and each one has a GTX 200 GPU, 240 stream processors, 448-bit memory bus and 896MB DDR3 memory. It's totally outrageous, in other words, and requires 289W of power, so I hope you've got a behemoth of a power supply.

The price, while unknown, will be proportionately juggernaut-sized, crushing your wallet. Since it's designed to beat ATI's Radeon HD 4870 X2, it'll likely fall in the same price range, probably around or slightly north of $500. It could swing cheaper though, since Nvidia's current high-end card, the GTX 280, is trending south of $400 at the moment. Guess we'll see, but I can't afford it either way.

Oh, and first person to ask "will it run Crysis?" is banned. I'm not kidding. [Expreview via X-bit Labs]

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<![CDATA[Fujitsu Amilo GraphicBooster External GPU Actually Looks Like a Great Idea]]> Fujistu-Siemens has released their Amilo GraphicBooster. It seems like a rather good idea. A powerful graphics card and two-USB port that you can have permanently attached to three displays. It looks amazing in action.

The Amilo GraphicBooster connects to the laptop using PCI-E, and has its own power supply. It houses a 512MB ATI Radeon HD3870 capable of driving three displays simultaneously, with two USB ports added so you can have a mouse and a keyboard always connected for minimun fuss.

And on top of that, it looks nice.

We will have to wait and see if can say the same about its price. [Ubergizmo]

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<![CDATA[Windows 7 Will Run Fully Accelerated Graphics From Your CPU]]> Adding to the already impressive pile of Vista-deflating features we're expecting to see in Windows 7 is WARP, a tech which will allow your PC's CPU to act as a graphics accelerator, possibly doing away with the need for integrated graphics hardware to render user interfaces and low-end games. Not-so-seductively described as a ‘fully conformant software rasterizer’, WARP requires nothing more than an 800MHz processor for complete—if comically slow—DX10 compliance.

At this stage WARP won't be intended as a gameworthy replacement for dedicated graphics cards, but it could help avoid another "Vista Capable" type debacle by standardizing essential graphics capabilities across virtually all hardware. That said, it's not that slow: Microsoft reports that when paired with the rather awesome i7, it runs Crysis faster than Intel's integrated DX10 solutions. Like, 42% faster. Granted, that's still only 7.36FPS on the game's lowest settings, but don't miss the point here: Windows 7 will run Crysis—or any other game—without a video card. [CustomPC via Slashdot]

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