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AMD Will Continue Intel Chipset Development

 
 
lyon_wonder
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      1st Mar 2007
http://www.dailytech.com/AMD+Will+Co...rticle6293.htm

AMD ATI chipset development continues for Intel platforms

AMD is continuing ATI chipset development for Intel processors despite
the recent AMD and ATI merger. AMD does not intend to take the market
share crown from Intel however. Jochen Polster, sales and marketing
vice president for AMD, said their goal is to have a reasonable share
of the Intel chipset market -- nothing too large. Relationships with
NVIDIA will continue as well.

When asked if AMD has plans to launch an Intel Centrino-like mobile
platform, Polster denied such plans. “There is no such plan. In fact,
a Centrino-like platform is not a very good strategy for AMD. If we
limit our business partners to develop along the lines of a platform
we set, then all PC products will eventually develop into similar
solutions, which in the end would lead to a price war and minimize
profits for all our partners,” said Polster. “We believe in a open
platform so our business partners can build and develop products that
build on their strengths.”

AMD is currently readying its Trevally mobile reference design, though
it lacks Centrino-like branding. Trevally is based off a mobile
variant of the recently released AMD 690G chipset, the RS690T.
 
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chrisv
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      2nd Mar 2007
lyon_wonder wrote:

>When asked if AMD has plans to launch an Intel Centrino-like mobile
>platform, Polster denied such plans. “There is no such plan. In fact,
>a Centrino-like platform is not a very good strategy for AMD.


Hmm... Seems to me that the mobile are makes the most sense of all
for AMD/ATI. The limited expendability of mobile PC's means that many
buyers will want strong 3D graphics built-in to the chipset.

 
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Yousuf Khan
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      4th Mar 2007
chrisv wrote:
> lyon_wonder wrote:
>
>> When asked if AMD has plans to launch an Intel Centrino-like mobile
>> platform, Polster denied such plans. “There is no such plan. In fact,
>> a Centrino-like platform is not a very good strategy for AMD.

>
> Hmm... Seems to me that the mobile are makes the most sense of all
> for AMD/ATI. The limited expendability of mobile PC's means that many
> buyers will want strong 3D graphics built-in to the chipset.


I think they're approaching the point where integrated graphics is
getting good enough for most gaming. Some boards are now even allowing
you to overclock the graphics core in an IGP chipset.

Legit Reviews - How To: Overclocking AMD Boards With 690G Integrated
Graphics - AMD 690G IGP Overclocking
http://www.legitreviews.com/article/468/1/

Yousuf Khan

 
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Robert Redelmeier
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      4th Mar 2007
Yousuf Khan <(E-Mail Removed)> wrote in part:
> I think they're approaching the point where integrated graphics
> is getting good enough for most gaming. Some boards are now even
> allowing you to overclock the graphics core in an IGP chipset.


I cannot see this happening until IG has local memory,
at least for with active video framebuffer. That vidram
gets hammered pretty heavily to keep the screen refreshed.
72Hz * 1200 * 1024 * 32 bpp = 350 MByte/s

-- Robert

 
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Yousuf Khan
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      4th Mar 2007
Robert Redelmeier wrote:
> Yousuf Khan <(E-Mail Removed)> wrote in part:
>> I think they're approaching the point where integrated graphics
>> is getting good enough for most gaming. Some boards are now even
>> allowing you to overclock the graphics core in an IGP chipset.

>
> I cannot see this happening until IG has local memory,
> at least for with active video framebuffer. That vidram
> gets hammered pretty heavily to keep the screen refreshed.
> 72Hz * 1200 * 1024 * 32 bpp = 350 MByte/s


Or possibly by the point where the graphics core is integrated into the CPU.

Yousuf Khan
 
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Robert Redelmeier
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      4th Mar 2007
Yousuf Khan <(E-Mail Removed)> wrote in part:
> Robert Redelmeier wrote:
>> I cannot see this happening until IG has local memory,
>> at least for with active video framebuffer. That vidram
>> gets hammered pretty heavily to keep the screen refreshed.
>> 72Hz * 1200 * 1024 * 32 bpp = 350 MByte/s

>
> Or possibly by the point where the graphics core is
> integrated into the CPU.


This will not relieve memory pressure. I might make
interleaving access better. But the DRAM still has latency
and video has demanding timing requirements. It would be
easier if the IGPU could at least cache one scanline (8 KB)
if not the whole active screen 4-8 MB.

-- Robert

 
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David Kanter
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      5th Mar 2007
On Mar 4, 12:55 pm, Yousuf Khan <bbb...@yahoo.com> wrote:
> Robert Redelmeier wrote:
> > Yousuf Khan <bbb...@yahoo.com> wrote in part:
> >> I think they're approaching the point where integrated graphics
> >> is getting good enough for most gaming. Some boards are now even
> >> allowing you to overclock the graphics core in an IGP chipset.

>
> > I cannot see this happening until IG has local memory,
> > at least for with active video framebuffer. That vidram
> > gets hammered pretty heavily to keep the screen refreshed.
> > 72Hz * 1200 * 1024 * 32 bpp = 350 MByte/s

>
> Or possibly by the point where the graphics core is integrated into the CPU.


Considering the bandwidth required by a state of the art graphics
card, I don't see that really helping. Here's some bandwidth numbers:

42GB/s - GeForce 7900GS
32GB/s - Radeon Mobility x1800
86GB/s - Geforce 8800 GTX
15GB/s - Radeon Mobility x1600
10GB/s - Total memory bandwidth for "Barcelona"

I'm sorry, but given this reality, I don't see how integrating the GPU
helps. Perhaps if you integrate an additional memory controller that
supports GDDR4, that might do the trick, but then you're talking about
adding quite a few pins to the CPU. It's possible, but I wish AMD
would give some indication of what their plan actually is.

DK

 
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Robert Redelmeier
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      5th Mar 2007
David Kanter <(E-Mail Removed)> wrote in part:
> On Mar 4, 12:55 pm, Yousuf Khan <bbb...@yahoo.com> wrote:
>> Robert Redelmeier wrote:
>> > I cannot see this happening until IG has local memory,
>> > at least for with active video framebuffer. That vidram
>> > gets hammered pretty heavily to keep the screen refreshed.
>> > 72Hz * 1200 * 1024 * 32 bpp = 350 MByte/s

>>
>> Or possibly by the point where the graphics core is integrated into the CPU.

>
> Considering the bandwidth required by a state of the art graphics
> card, I don't see that really helping. Here's some bandwidth numbers:
>
> 42GB/s - GeForce 7900GS
> 32GB/s - Radeon Mobility x1800
> 86GB/s - Geforce 8800 GTX
> 15GB/s - Radeon Mobility x1600
> 10GB/s - Total memory bandwidth for "Barcelona"
>
> I'm sorry, but given this reality, I don't see how integrating
> the GPU helps. Perhaps if you integrate an additional memory
> controller that supports GDDR4, that might do the trick, but
> then you're talking about adding quite a few pins to the CPU.
> It's possible, but I wish AMD would give some indication of what
> their plan actually is.


Agreed. My #s were for simple 2D refresh. These figures
make it obvious that the GPU is handling _enormous_ amounts
of data, most likely in various 3D functions.

Integrating vidram into the GPU would make more sense.

-- Robert


 
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Yousuf Khan
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      9th Mar 2007
David Kanter wrote:
> Considering the bandwidth required by a state of the art graphics
> card, I don't see that really helping. Here's some bandwidth numbers:


> 42GB/s - GeForce 7900GS
> 32GB/s - Radeon Mobility x1800
> 86GB/s - Geforce 8800 GTX
> 15GB/s - Radeon Mobility x1600
> 10GB/s - Total memory bandwidth for "Barcelona"


> I'm sorry, but given this reality, I don't see how integrating the GPU
> helps. Perhaps if you integrate an additional memory controller that
> supports GDDR4, that might do the trick, but then you're talking about
> adding quite a few pins to the CPU. It's possible, but I wish AMD
> would give some indication of what their plan actually is.


It may not be necessary to run at those bandwidths. These days, "good
enough" can be done at lower resolutions, with various special effects
turned off. Perfect for the occasional gamer.

Yousuf Khan
 
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David Kanter
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      9th Mar 2007
On Mar 8, 7:57 pm, Yousuf Khan <bbb...@yahoo.com> wrote:
> David Kanter wrote:
> > Considering the bandwidth required by a state of the art graphics
> > card, I don't see that really helping. Here's some bandwidth numbers:
> > 42GB/s - GeForce 7900GS
> > 32GB/s - Radeon Mobility x1800
> > 86GB/s - Geforce 8800 GTX
> > 15GB/s - Radeon Mobility x1600
> > 10GB/s - Total memory bandwidth for "Barcelona"
> > I'm sorry, but given this reality, I don't see how integrating the GPU
> > helps. Perhaps if you integrate an additional memory controller that
> > supports GDDR4, that might do the trick, but then you're talking about
> > adding quite a few pins to the CPU. It's possible, but I wish AMD
> > would give some indication of what their plan actually is.

>
> It may not be necessary to run at those bandwidths. These days, "good
> enough" can be done at lower resolutions, with various special effects
> turned off. Perfect for the occasional gamer.


You are redirecting the argument and missing the point entirely.

Here's what you said:

"I think they're approaching the point where integrated graphics is
getting good enough for most gaming."

Now I don't know what you meant by that statement, but here's my
definition and rationale. If you disagree, please feel free to
elaborate how and why.

If you buy a PC, I expect that it will have a 2 year life time. Good
enough for gaming means that the integrated graphics provide > 30 fps
for the games you will play over the life time of the laptop. More
specifically, that level of performance will be achieved when
operating at no less than 1024x768 (or whatever the closest, but
slightly larger widescreen resolution is), but without anti-aliasing
or anisotropic filtering. I expect that initially you should be able
to run games at somewhat higher resolutions with more eye candy, but
by a year or a year and half after purchase, you'll be doing 1024x768
with no effects.

Note that this is highly dependent on the type of game. Some games
are highly CPU intense (Civilization for instance), some are
graphically intense (FPS, some tactical strategy games), etc.

Anyway, my point is that even mid-range mobile graphics cards today
pack more bandwidth than what AMD or Intel offer on a single socket.
If you want to offer gaming performance, then you need to match that
bandwidth for the GPU alone, and have system bandwidth for the CPU.
Now this isn't impossible, the thing to do is integrate a GDDR4/5/6
controller in the GPU. However, that brings the cost problems back -
graphics memory is expensive stuff, and it's not trivial to lay out on
a board either.

Put another way, the advantage of CPU/GPU integration is that you get
real computational transistors (compared to what Intel does with their
integrated graphics), but it doesn't solve the bandwidth problem.
Raster based graphics still requires lots of bandwidth. If you were
to try other types of visualization algorithms which are more cache
friendly, then you might have better results, since you could keep the
effective bandwidth high without expensive GDDRx.

DK

 
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