Sony has pulled back the curtains on its virtual reality headset, giving it an official introduction to the wild and a real-life name.
That name is PlayStation VR, which is an obvious but uninspired choice. The name that the unit had earlier, Morpheus, which was probably a nod towards starts-great-but-ends-badly film series The Matrix, had a bit more glamour about it.
The firm has shown off the hardware to the local journalistic crowd at the Tokyo Game Show, and provided the general press with information, details and specifications.
PlayStation VR was first discussed in March 2014 when it had the cooler name. Since then the firm has been hard at work getting something ready to announce and sell, according to a post on the PlayStation blog.
A game show in Tokyo would seem the most likely place for such an announcement.
Sony said that the system is “unique”, apparently because of a special sound system, and makes the most of the Sony PS4 and its camera. The firm is expecting the device to have a big impact on PlayStation gamers and gaming.
“The name PlayStation VR not only directly expresses an entirely new experience from PlayStation that allows players to feel as if they are physically inside the virtual world of a game, but reflects our hopes that we want our users to feel a sense of familiarity as they enjoy this amazing experience,” said Masayasu Ito, EVP and division president of PlayStation product business.
“We will continue to refine the hardware from various aspects, while working alongside third-party developers and publishers and SCE Worldwide Studios, in order to bring content that delivers exciting experiences only made possible with VR.”
Specifications are available, but they relate to a prototype and are subject to change. Sony said that the system has a 100-degree field of view, a 5.7in OLED display, a 120Hz refresh rate, and a panel resolution of 960×RGB×1080 per eye.
This will not put it at the high end of the market, as the field of view is only 10 degrees greater than with Google Cardboard, and 10 degrees under that of Oculus Rift. Some rivals go as wide as 210 degrees.
And no, no release date or price have been mentioned. We predict that these will be 2016 and expensive.
Beancounters at Digitimes research claim that Mediatek’s moves to buy Richtek Technology will help the analog IC vendor to push its power management (PWM) gear to the smartphone and TV panel sectors.
Lately Richtek has been moving away from its notebook and motherboard segments and into PWM ICs for telecommunication and consumer applications. The idea was to avoid being damaged too much by the slump in the PC market.
Richtek has scored orders from Samsung Electronics for production of entry-level and mid-range smartphones and has also been ramping its PWM solutions to China’s LCD TV panel sector.
MediaTek has also announced its plans to acquire LCD driver IC maker Ilitech it means that the outfit will build up a comprehensive supply chain for the TV industry in China, Digitimes noted.
MediaTek could also use the planned 12-inch joint venture fab to be built by Powerchip Technology, which is the parent company of Ilitek, in Hefei, China.
The JV fab will provide foundry services for LCD driver ICs in 2018-2019.
MediaTek is planning to write a cheque for a 51 per cent stake in analogue ICs Richtek Technology and might even buy the whole company.
The company will offer US$5.94 for each Richtek common share. After completing the tender offer and going through relevant legal procedures, the company will move forward taking over the remaining shares of Richtek. The follow-up acquisition of Richtek shares is expected to complete in the second quarter of 2016.
Ming-Kai Tsai, MediaTek chairman and CEO said that Richtek was is a leader in analogue ICs and provides comprehensive power management solutions to satisfy various customer demand, backed by an experienced management and R&D team.
“We believe, through the deal, the competitive edges of both companies will be leveraged to maximize the platform synergy, strengthen MediaTek in Internet of Things segment and further enhance MediaTek’s competitiveness in the fast-changing and ever-competitive global semiconductor market,” he said.
Richtek chairman Kenneth Tai claimed the two outfits were complementary in power management IP and products which creates a leadership position in this field.
He said that by using MediaTek’s platform leadership, Richtek could optimize power management performance on the system level to enable competitive products for customers and further expand analogue IC offerings to propel the company into its next stage of growth.
The rumored Helio X30 is real and if you thought that X20 was not enough to see off Snapdragon 820, it looks like the Helio X30 has a much better chance.
All new Helio X20 deca-core has two A72 at 2.5GHz, four A53 at 2.0 and four A53 cores at 1.4 GHz. It has Core pilot 3.0 is a smart scheduler that decides which core gets what task.
This processor has every chance to be faster than Snapdragon 620 from Qualcomm. The Snapdragon 620 comes with four A72 cores at 1.8GHz and four A53 at 1.4 GHz but we are unsure how Helio X20 goes will match up against the Snapdragon 820 with its custom quad Krait cores.
But the the Helio X30 has four A72 cores at 2.5GHz, two A72 clocked at 2GHz, two Cortex A53 clocked at 1.5GHz and two low power A53 at 1GHz. A senior executive from MediaTek told us that not all cores were created equal.
Despite the fact that the word “A53″ on the box looks like “A53″ on the other box, one is optimized for performance and the other for low power. If it is unclear if the A53 based cluster from MediaTek is the same as A53 cluster from Qualcomm.
As you can read at Fudzilla we spent quite some time learning about the potential gains of having three clusters. The X20 can have 30 to 40 percent less power consumption, simply by being smart how it uses all ten cores / three clusters.
With Helio X30 you will gain more performance with six out of ten cores being based on the A72 core. Having ten cores in four clusters raises another question, how efficient will the four cluster approach be versus the three cluster approach?
MediaTek has not officially confirmed or launched the Helio X30, but we expect that this will happen soon. The X30 should be shipping in devices in early 2016. at least this is what we would expect to place it well against the Snapdragon 820.
The rumor mill might have been a bit broken when it was announced that Microsoft was about to launch an Xbox-mini.
The rumor claimed that Microsoft would be holding a launch event in October where people could expect the company to launch the Surface Pro 4, Lumia flagships and an “Xbox One Mini.”
It was claimed that the X-box mini would be third the size of the current console and lack a Blu-Ray drive.
However Microsoft’s Phil Spencer has now debunked this theory, stating that the rumors are simply “not real”. Although he didn’t say the project didn’t exist just that the rumor that it was coming out in October was “not real.”
Given the nature of reality, and theories that the universe is a holographic game being played two-dimensional gods, we are not ready to dismiss out of hand yet.
While the Xbox One Mini definitely won’t be happening the Lumia flagships; Cityman and Talkman, new Surface tablets including the Surface Pro 4, the eagerly awaited Band 2 and perhaps even a slimmer Xbox One is still a possibility at the event.
AMD is continuing to lose market share to Nvidia, despite the fact that its new best video card, the Fury is out.
AMD always had a get out of jail card when the last GPU market share numbers were out on the basis of it not having released anything. At the time NVidia had 76% of the discrete GPU market. This was when Nvidia’s best card was the GeForce GTX 980.
A lot happened in that time. There was the release of the Titan X in March, and before the GTX 980 Ti in June. AMD had its Hawaii architecture inside of the R9 290X, and the dual-GPU in the form of the R9 295X2. It was expected that the R9 390X might turn AMD’s luck around but that turned out to be another rebrand. Then there was the arrival of the R9 Fury X.
AMD has new products on the market: the R9 Fury X, R9 Fury, R9 390X and a bunch of rebranded 300 series video cards. But according to Mercury Research’s latest data, NVIDIA has jumped from 76% of the discrete GPU market in Q4 2014 to 82 per cent in Q2 2015.
AMD has 18 per cent of the dGPU market share, even after the release of multiple new products.
It is not that the Fury X isn’t selling well, but because of yield problems there will only 30,000 units made over the entire of the year.
AMD also rebranded nearly its entire product stack thus making no reason to buy a R9 390X if you own an R9 290X.
Sure there is 8GB of GDDR5 on board compared to the 4GB offered on most R9 290X cards, but that’s not enough to push someone to upgrade their card.
Tweaktown noted that there was a big issue of the HBM-powered R9 Fury X not really offering any form of performance benefits over the GDDR5-powered GeForce GTX 980 Ti from NVIDIA. The 980 Ti beating the Fury X in some tests which it should not have.
Nvidia has plenty of GM200 GPUs to go around, with countless GTX 980 Ti models from a bunch of AIB partners. There is absolutely no shortage of GTX 980 Ti cards. Even if you wanted to get your paws on a Fury X, AMD has made it difficult.
Now it seems that next year could be a lot worse for AMD. Nvidia will have its GP100 and GP104 out next year powered by Pascal. This will cane AMD’s Fiji architecture. Then Nvidia will swap to 16nm process when its Maxwell architecture is already power efficient. Then there is the move HBM2, where be should see around 1TB/sec memory bandwidth.
All up the future does not look that great for AMD.
Our well informed industry sources have shared a few more details about the AMD’s 2016 Zen cores and now it appears that the architecture won’t use the shared FPU like Bulldozer.
The new Zen uses a SMT Hyperthreading just like Intel. They can process two threads at once with a Hyperthreaded core. AMD has told a special few that they are dropping the “core pair” approach that was a foundation of Bulldozer. This means that there will not be a shared FPU anymore.
Zen will use a scheduling model that is similar to Intel’s and it will use competitive hardware and simulation to define any needed scheduling or NUMA changes.
Two cores will still share the L3 cache but not the FPU. This because in 14nm there is enough space for the FPU inside of the Zen core and this approach might be faster.
We mentioned this in late April where we released a few details about the 16 core, 32 thread Zen based processor with Greenland based graphics stream processor.
Zen will apparently be ISA compatible with Haswell/Broadwell style of compute and the existing software will be compatible without requiring any programming changes.
Zen also focuses on a various compiler optimisation including GCC with target of SPECint v6 based score at common compiler settings and Microsoft Visual studio with target of parity of supported ISA features with Intel.
Benchmarking and performance compiler LLVM targets SPECint v6 rate score at performance compiler settings.
We cannot predict any instruction per clock (IPC improvement) over Intel Skylake, but it helps that Intel replaced Skylake with another 14nm processor in later part of 2016. If Zen makes to the market in 2016 AMD might have a fighting chance to narrow the performance gap between Intel greatest offerings.
As the 7th console generation was coming to an end several years ago, there was much pessimism regarding the impending launch of the 8th generation. Just as 7th generation software sales were starting to lag, mobile gaming exploded, and PC gaming experienced a renaissance. It was easy to think that the console players were going to be going elsewhere to find their gaming entertainment by the time the new consoles hit the scene. However, the 8th generation consoles have had a successful launch. In fact, the Sony and Microsoft consoles are as successful as ever.
A comparison of the year over year console software sales suggests that the 8th generation is performing better than the 7th generation – provided you exclude the Nintendo consoles. The following graph shows physical and digital software sales for years 1 through 3 of each generation for the Xbox and PlayStation platforms.
The annual numbers take into account the staggered launch cycle, so year 1 comprises different sales years for Xbox 360 and PS3. The data shows that the Sony and Microsoft platforms have outperformed their 7th generation counterparts, especially in the first two years of the cycle. The 8th generation outperforms the 7th generation even in an analysis that excludes DLC, which now accounts for an additional 5-10 percent of software sales.
However, the picture is far different if we include the Nintendo platforms. The graph below shows the same data, but now includes the Wii and Wii U in their respective launch years.
The data shows how much the “Wii bubble” contributed to the explosive growth in software sales in 2008, the year the Wii really took off as a family and party device. This data corroborates a broader theme EEDAR has seen across our research – new, shortened gaming experiences that have added diversity to the market, especially mobile, have cannibalized the casual console market, not the core console market. People will find the best platform to play a specific experience, and for many types of experiences, that is still a sofa, controller, and 50 inch flat-screen TV.
The shift in consoles to core games is further exemplified by an analysis of sales by genre in the 7th vs. 8th generation. The graph below shows the percentage of sales by genre in 2007 versus 2014, ordered from more casual genres to more core genres. Casual genres like General Entertainment and Music over-indexed in 2007 while core genres like Action and Shooter over-indexed in 2014.
It has become trendy to call this console generation the last console generation. EEDAR believes one needs to be very specific when making these claims. While this might be the last generation with a disc delivery and a hard drive in your living room, EEDAR does not believe the living room, sit-down experience is going away any time soon.
It was rumored back in April about AMD’s upcoming Exascale Heterogeneous Processor (EHP) with 16 cores and a Greenland APU, and now it seems that the rest of the world has caught up to the news.
A paper was submitted at IEEE and it was the first time AMD mentioned sixteen Zen cores wrapped around the GPU and powered by HBM 2 memory. We believe that this is a 16-core processor with 32 thread support and not 32 core as many reported. We will know soon enough and then can have another “we told you so” headline.
We would not be surprised if we hear more about this AMD processor at the Hot Chips conference on August 23rd. The EHP computing solution uses a silicon interposer and an APU chip that, almost as a raison d’être for AMD over the past several years, packs a GPU and CPU into a well-tuned band. All this will be surrounded by die-stacked DRAM.The Italian website that brought this news back to life claims that AMD expects to ship the product between 2016 and 2017. That is the sort of timing you can expect with the rest of the ZEN based cores on the market. One can only hope that it will happen sooner rather than later. AMD needs to get more of the high performance compute market and earn some profits.
The IEEE article gives a bit of light on AMD exascale computer strategy:
Exascale computing requires very high levels of performance capabilities while staying within very stringent power budgets. Hardware optimized for specific functions is much more energy efficient than implementing those functions with general purpose cores. However, there is a strong desire for supercomputer customers to not have to pay for custom components designed only for high-end HPC systems, and therefore high-volume GPU technology becomes a natural choice for energy-efficient data-parallel computing. To fully realize the capabilities of the GPU, we envision exascale compute nodes comprised of integrated CPUs and GPUs (i.e., accelerated processing units or APUs) along with the hardware and software support to enable scientists to effectively run their scientific experiments on an exascale system. [In the paper submitted to IEEE...] We discuss the hardware and software challenges in building a heterogeneous exascale system, and we describe on-going research efforts at AMD to realize our exascale vision.
Fabless chipmaker AMD has come up with a mixed set of results for the second quarter. The company managed to make as much cash as the cocaine nose jobs of Wall Street expected, but missed revenue expectations.
In fact its revenues were below the psychologically important billion figure at $942 million.
We knew it was going to be bad. Last week we were warned that the results would be flat. The actual figure was $942m, an 8.5 per cent sequential decline and a 34.6 per cent drop from the same period a year ago.
As you might expect, there are some measures of this not being AMD’s fault. The company is almost entirely dependent on PC sales. Not only have these fallen but don’t look like they are going to pick up for a while.
AMD’s Computing and Graphics division reported revenue of $379m, which was down 54.2 per cent, year-on-year. Its operating loss was $147m, compared to a $6m operating loss for last year’s quarter.
Lisa Su, AMD president and CEO, in a statement said that strong sequential revenue growth in AMD’s enterprise, embedded, and semi-custom segment and channel business was not enough to offset near-term problems in its PC processor business. This was due to lower than expected consumer demand that impacted sales to OEMs, she said.
“We continue to execute our long-term strategy while we navigate the current market environment. Our focus is on developing leadership computing and graphics products capable of driving profitable share growth across our target markets,” she added.
In the semi-custom segment, AMD makes chips for video game consoles such as the Nintendo Wii U, Microsoft Xbox One, and Sony PlayStation 4 consoles. That segment did reasonably well, up 13 percent from the previous quarter but down 8 percent from a year ago.
But AMD’s core business of processors and graphics chips fell 29 percent from the previous quarter and 54 percent from a year ago. AMD said it had decreased sales to manufacturers of laptop computers.
Figures like this strap a large target on AMD’s back with a sign saying “take me over” but AMD is not predicting total doom yet.
For the third quarter, AMD expects revenue to increase 6 percent, plus or minus 3 percent, sequentially, which is a fairly conservative outlook given the fact that Windows 10 is expected to push a few sales its way.
AMD supplies chips to the Nintendo Wii U, Microsoft Xbox One, and Sony PlayStation 4 consoles and these seem to be going rather well.
The launch of Sony’s PS4 and Microsoft’s Xbox One consoles in China hasn’t attracted much fanfare, perhaps because both firms were aware from the outset of what an uphill struggle this would be, and how much potential for disappointment there was if expectations were set too high. Last week saw the first stab at estimating figures, from market intelligence firm Niko Partners, who reckon that the two platforms combined will sell a little over half a million units this year; not bad, but a tiny drop in the ocean that is China’s market for videogames.
These are not confirmed sales figures, it’s important to note; market intelligence firms essentially make educated guesses, and some of those guesses are a damn sight more educated than others, so treating anything they publish as hard data is ill-advisable. Nonetheless, the basic conclusion of Niko Partners’ report is straightforward and seems to have invited no argument; the newly launched game consoles are making little impact on the Chinese market.
There are lots of reasons why this is happening. For a start, far from being starved of a much desired product, the limited pre-existing market for game consoles in China is actually somewhat saturated; the country is host to a thriving grey import market for systems from Hong Kong, Taiwan and Japan. This market hasn’t gone away with the official launch of the consoles, not least because the software made officially available in China is extremely limited. Anyone interested in console gaming will be importing games on the grey market anyway, which makes it more likely that they’ll acquire their console through the same means.
Moreover, there’s a big cultural difference to overcome. Game consoles are actually a pretty tough sell, especially to families, in countries where they’re not already well-established. Their continued strength in western markets is largely down to the present generation of parents being accustomed to game consoles in the home; cast your mind back to the 1980s and 1990s in those markets, though, and you may recall that rather a lot of parents were suspicious of game consoles not just because of tabloid fury over violent content, but because these machines were essentially computers shorn of all “educational” value. I didn’t own a console until I bought a PlayStation, because my parents – otherwise very keen for us to use and learn about computers, resulting in a parade of devices marching through the house, starting from the Amstrad CPC and ending up with a Gateway 2000 PC in which I surreptitiously installed a Voodoo 3D graphics board – wouldn’t countenance having a SNES in the house. That’s precisely the situation consoles in China now face with much of their target audience; a situation amplified even further by the extremely high-pressure nature of Chinese secondary education, which probably makes parents even more reluctant than mine when it comes to installing potentially time-sucking entertainment devices in their homes.
Besides; Chinese people, teens and adults alike, already play lots of games. PC games are enormously popular there; mobile games are absolutely huge. This isn’t virgin territory for videogames, it’s an extremely developed, high-value, complex market, and an expensive new piece of hardware needs to justify its existence in very compelling terms. Not least due to local content restrictions, neither PS4 nor Xbox One is doing that, nor are they particularly likely to do so in the future; the sheer amount of content and momentum that would be needed to make an impression upon such a mature landscape is likely to be beyond the scope of all but a truly herculean effort at local engagement and local development by either company – not just with games, but also with a unique local range of services and products beyond gaming – and neither is truly in a position to make that effort. It’s altogether more likely that both Sony and Microsoft will simply sell into China to satisfy pre-existing local demand as much as possible, without creating or fulfilling any expectations higher than that.
Is this important? Well, it’s important in so much as China is the largest marketplace in the world, with a fast-growing middle class whose appetite for luxury electronics is well-established. Apple makes increasingly large swathes of its revenue in China; companies with high-end gaming hardware would like to do something similar, were the barriers to success not raised so high. Without building a market in China, the global growth potential of the console business is fairly severely limited – the established rich nations in which consoles are presently successful have a pretty high rate of market penetration as it is, and growing sales there is only going to get tougher as birth-rates fall off (a major factor in Japan already, but most European and North American states are within spitting distance of the Japanese figures, which is worth bearing in mind next time someone shares some moronic clickbait about sexless Japan on your Facebook feed). So yes, the failure of consoles to engage strongly in China would be a big deal.
The deal looks even bigger, though, if you view China as something of a bellwether. It’s a unique country in many regards – regulations, media environment, culture, sheer scale – but in other regards, it’s on a developmental track that’s not so different from many other nations who are also seeing the rise of an increasingly monied urban middle class. If the primary difficulty in China is regulations and content restrictions, then perhaps Sony and Microsoft will find more luck in Brazil, in India, in Indonesia, in the Philippines and in the many other nations whose rapid development is creating larger and larger audiences with disposable income for entertainment. In that case, China may be the outlier, the one nation where special conditions deny consoles a chance at market success.
If the problem with China is more fundamental, though, it spells trouble on the road. If the issue is that developing nations are adopting other gaming platforms and systems long before consoles become viable for launch there, creating a huge degree of inertia which no console firm has the financial or cultural clout to overcome, then the chances are that consoles are never going to take root in any significant degree in the new middle class economies of the world. Games will be there, of course; mobile games, PC games, games on devices that haven’t even been invented yet (though honestly, Niko Partners’ tip of SmartTV games as a growth market is one that I simply can’t view from any angle that doesn’t demand instant incredulity; still, who knows?). Consoles, though, would then find themselves restricted geographically to the markets in which they already hold sway, which creates a really big limit on future growth.
That’s not the end of the world. The wealthy nations which consume consoles right now aren’t likely to go anywhere overnight, and the chances are that they’ll continue to sustain a console audience of many tens of millions – perhaps well over 100 million – for years if not decades to come. Moreover, the future of games is inevitably more fragmented than its present; different cultures, different contexts and different tastes will mean that it will be a truly rare game which is played and enjoyed to a large degree in all quadrants of the globe. There’ll still be a market for a game which “just” does great business in North America, Europe and so on; but it’ll be an increasingly small part of an ever-growing market, and its own potential for growth will be minimal. That, in the end, is a fairly hard cap on console development costs – you can’t spend vastly more money making something unless your audience either gets bigger, or more willing to pay, and there’s little evidence of either of those things in the console world right now.
The real figures from China, if and when they’re finally announced, will be interesting to see – but it’s unlikely that Niko Partners’ projections are terribly far from the truth. Whether any console company truly decides to put their weight behind a push in China, or in another developing country, over the coming years may be a deciding factor in the role consoles will play in the future of the industry as a whole.
AMD is losing ground against Intel and it is not just because of poor PC sales.
It is true that both Intel and AMD have been suffering from a decline in PC and server sales lately, but figures from Amercia’s markets show that AMD is being eaten alive by Intel
Firstly AMD’s results show a dropoff compared with Chipzilla, which continues to pull ahead. AMD’s revenue has been headed in the wrong direction.
AMD’s revenue of $5.5 billion last year is essentially flat with 2012 and down 14% from 2010. And while Intel hasn’t been exactly growing like wildfire, it’s been steadily increasing revenue.
When you compare the two with each other the gap gets worse. In 1990 AMD had revenue that was more than a quarter of Intel’s. That ratio climbed back to about 15 per cent on AMD’s resurgence in the mid 2000s.
Now, AMD’s revenue is 9.9 per cent of Intel’s.
According to a note to clients from Christopher Roland at FBR there is little reason to buy a new PC with this version of Windows.
New versions of Windows give PC makers a boost as consumers bought new machines – but that’s not likely to be the case with Windows 10 since Microsoft is writing the software to run perfectly well on existing PCs. Windows 10 is also free upgrade to current
Windows users. AMD is expected to lose an adjusted 37 cents a share this year.
This means that Microsoft’s free Win10 could be the nail in AMD’s coffin. Historically, consumers have overwhelmingly upgraded their PC operating systems through the purchase of new PC hardware.
“While this was our original outlook for the Win10 upgrade cycle, we recently reduced our 2H15 and 2016 PC outlook as Microsoft is offering consumers a free Win10 cloud upgrade for all Win 7 and 8.1 owners,” Rolland said.
AMD’s Project Quantum PC system, with graphics powered by two of the new Fiji GPUs may have got the pundits moist but it has been discovered that the beast has Intel inside
KitGuru confirmed that the powerful tiny system, as shown at AMD’s own event, was based upon an Asrock Z97E-ITX/ac motherboard with an Intel Core i7-4790K ‘Devil’s Canyon’ processor.
Now AMD has made a statement to explain why it chose to employ a CPU from one of its competitor in what is a flagship pioneering gaming PC.
It told Tom’s Hardware that users wanted the Devil’s Canyon chip in the Project Quantum machine.
Customers “want to pick and choose the balance of components that they want,” and the machine shown off at the E3 was considered to be the height of tech sexiness right now.
AMD said Quantum PCs will feature both AMD and Intel CPUs to address the entire market, but did you see that nice Radeon Fury… think about that right now.
IT is going to be ages before we see the first Project Quantum PCs will be released and the CPU options might change. We would have thought that AMD might want to put its FinFET process ZEN CPUs in Project Quantum with up to 16 cores and 32 threads. We will not see that until next year.
The Fiji GPU behind the AMD Radeon Fury line of graphics cards is definitely a one big chip with 8.6 billion transistors, but during our short chat with, Raja Koduri, Corporate Vice President and CTO, Visual Computing at AMD and we learned that the number is even higher.
Raja tells us that when we add the number of High Bandwidth Memory transistors that are sitting on the interposer, you get to more than 10 billion transistors for the Fiji GPU interposer chip.
This is a lot of transistors but again, the Fury graphics card is much smaller than the one based on GDDR5 memory, and this is what enables new form factors such as Fury Nano that fits on 6-inch (15.24 cm) size PCB.
The Fiji GPU packs 4096 Stream Processors and this is the highest number we saw until today and with aggressive prices, AMD will certainly put a lot of pressure on Geforce GTX 980 Ti sales. We still have to see what happens with the actual real-world performance as we expect to see the actual Fury X graphics cards in our systems before the end of this week.
Just for reference, Nvidia’s Titan X as well as the Geforce GTX 980 Ti both have 8 billion transistors, some 600 million less than the Fiji GPU.
Samsung Electronics has told the world that owns the largest number of patent rights essential for long-term evolution (LTE) technology in the world.
Writing in its official blog “Samsung Tomorrow” that it has more than 3,600 standard essential patents (SEP) for the LTE and LTE-Advanced (LTE-A) technology. That is 17 percent of all LTE-related SEPs.
We guess this means that if someone buys an LTE phone more than 17 per cent of the money which goes to buy patents should end up in Samsung’s bank account.
Samsung Electronics Digital Media & Communication Laboratory’s intellectual property application team head Lee Heung-mo said Samsung Electronics has established a solid foothold as the global leader and the first mover in the fourth-generation mobile telecom market.
“This also means that the company has become able to provide more convenience to customers by developing the latest technologies.”
The Taiwanese patent office conducted market research for the nation’s state-run National Applied Research Laboratory based on about 6,000 patent rights listed at the Patent and Trademark Office in the United States during the last two years.
LG Electronics and Qualcomm followed Samsung Electronics in second place with 14 percent of SEPs, each. Ericsson, Panasonic, Nokia and NTT DoCoMo hold the third spot with 5 percent, each.
Pantech, the nation’s third-largest handset maker which currently faces bankruptcy, held only one percent, while Korea’s state-run Electronics and Telecommunications Research Institute owned less than 1 percent, the report showed.
During the patent dispute with Apple, the U.S. International Trade Commission said Apple had infringed on Samsung Electronics’ SEPs though they had to be shared under a “fair, reasonable and non-discriminatory” principle.
Samsung Electronics said it has pushed for securing the SEPs in this sector during the last 18 years and has competed with global telecom giants including Qualcomm, Nokia and Ericsson as a relative latecomer. It said securing leadership in SEPs may change the crisis of facing patent disputes to diversifying income sources.