Troubled chipmaker AMD is putting a lot of its limited investment money into the “Boltzmann Initiative” which is uses heterogeneous system architecture ability to harness both CPU and AMD GPU for compute efficiency through software.
VR-World says that stage one results are finished and where shown off this week at SC15. This included a Heterogeneous Compute Compiler (HCC); a headless Linux driver and HSA runtime infrastructure for cluster-class, High Performance Computing (HPC); and the Heterogeneous-compute Interface for Portability (HIP) tool for porting CUDA-based applications to C++ programming.
AMD hopes the tools will drive application performance from machine learning to molecular dynamics, and from oil and gas to visual effects and computer-generated imaging.
Jim Belak, co-lead of the US Department of Energy’s Exascale Co-design Center in Extreme Materials and senior computational materials scientist at Lawrence Livermore National Laboratory said that AMD’s Heterogeneous-compute Interface for Portability enables performance portability for the HPC community.
“The ability to take code that was written for one architecture and transfer it to another architecture without a negative impact on performance is extremely powerful. The work AMD is doing to produce a high-performance compiler that sits below high-level programming models enables researchers to concentrate on solving problems and publishing groundbreaking research rather than worrying about hardware-specific optimizations.”
The new AMD Boltzmann Initiative suite includes an HCC compiler for C++ development, greatly expanding the field of programmers who can leverage HSA.
The new HCC C++ compiler is a key tool in enabling developers to easily and efficiently apply the hardware resources in heterogeneous systems. The compiler offers more simplified development via single source execution, with both the CPU and GPU code in the same file.
The compiler automates the placement code that executes on both processing elements for maximum execution efficiency.
Samsung appears to have stolen a march on Intel and TSMC by coming up with a 10-nano FinFET processed S-RAM
According to Electronic Times Intel and TSMC’s products are still being processed at 14-nano and 16-nano so Samsung’s 10-nano S-RAM, will open the way for a generation of Giga-Smartphones. S-RAM is faster than D-RAM and is used for CPU’s cache memory.
It means that Samsung’s 10-nano technology will be mass-produced on full-scale in early 2017. The theory is that 10-nano AP will combine Gigabyte modem chips into one faster chip.
Samsung is showing its plans to the ISSCC. They will have a 128 Megabyte (MB) capacity and a cell area of 0.040 µm2. This compares to the 14-nano S-RAM (0.064 µm2) that Samsung Electronics introduced in the past, its cell area is reduced by 37.5 per cent.
In an ISSCC scientific paper, Samsung said that it built a large-scale fast cache memory in the smallest area. An AP for a smartphone with S-RAM, can minimize Die’s area and improve its performance.
All this means that Samsung Electronics has surpassed Taiwan’s TSMC and developed the next-generation system semiconductor.
Intel postponed its schedule for developing next-generation 10-nano system semiconductor from 2016 to 2017 due to increase of production costs. Samsung Electronics is targeting end of next for commercialising 10-nano processing.
Samsung Electronics has also developed 14-nano flat-surface NAND-Flash, and this is also first ever in industries. Toshiba, Micron and others have announced that after they finish developing 15 to 16-nanos, they are giving up on flat-surface NAND-Flash.
It had been thought that 14-nano NAND-Flash, which reduces area of Floating Gate by about 12.5% compared to 16-nano, will greatly contribute to Samsung Electronics in reducing production cost of NAND by reducing Silicon Die’s area.
Benchmarks for Valve’s Steam machines are out and it does not look like the Linux powered OS is stacking up well against Windows.
According to Ars Technica the SteamOS gaming comes with a significant performance hit on a number of benchmarks.
The OS was put through Geekbench 3 which has a Linux version. The magazine used some mid-to-late-2014 releases that had SteamOS ports suitable for tests including Middle-Earth: Shadow of Mordor and Metro: Last Light Redux.
Both were intensive 3D games with built-in benchmarking tools and a variety of quality sliders to play with (including six handy presets in Shadow of Mordor’s case).
On SteamOS both games had a sizable frame rate hit. We are talking about 21- to 58-percent fewer frames per second, depending on the graphical settings. On our hardware running Shadow of Mordor at Ultra settings and HD resolution, the OS change alone was the difference between a playable 34.5 fps average on Windows and a 14.6 fps mess on SteamOS.
You would think that Valve’s own games wouldn’t have this problem, but Portal, Team Fortress 2, and DOTA 2 all took massive frame rate dips on SteamOS compared to their Windows counterparts.
Left 4 Dead 2 showed comparable performance between the two operating systems but nothing like what Steam thought it would have a couple of years ago.
Samsung has sold a large LCD display operation in order to concentrate full time on OLED-based products.
A report in Business Korea says that the facility in Cheonan, South Chungcheong Province, has shut down its L5 line, the fifth generation of LCD displays, and begun selling the equipment to other manufacturers.
The age of the equipment meant it was only suitable for notebook and small monitor displays. With OLED now rolling out in phones such as the recent Samsung Galaxy S6 Edge, and big-screen TVs, it seems that the company has decided to make a break with the past.
The Korean manufacturer sold off its fourth generation production line to a Chinese company last year. A spokesman for Samsung Display confirmed: “The company shut down the L5 line last month and is seeking companies that are willing to acquire idle equipment.”
Although the equipment and the products it produces may seem outdated, there is still a huge market for this stuff in lower end electronics. Some analysts believe that there are tens of billions of Korean Won in any sale. Ten billion Won is about £5.6m, which doesn’t sound nearly as much but is still better than poke in the eye.
The Cheonan factory is likely to be converted to make OLED products, with talk of deals for AMOLED phone displays for Huawei and even an acceleration of its on-again-off-again Ernie and Bert relationship with Apple said to be at the heart of the decision to ramp up production.
Samsung still operates three LCD production lines, but analysts question if this is the beginning of a move to OLED production only, and if so, what effect that will have on the company as demand for cheaper LCD screens continues to grow, with production ramping up in China.
Samsung has lost market share in the end user market with recent Galaxy products failing to sell as well as their predecessors. As such these component deals are the lifeblood of the business, with a contract to produce high-end screens for Apple alone worth billions.
AMDs’ head graphics guy, Raja Koduri promised that AMD will have two new GPUs out next year.
Koduri was talking to Forbes about how AMD needed to get some new architectural designs and create brand new GPUs into the shops.
He added that this is something that AMD has been pretty pants about lately.
He promised two brand new GPUs in 2016, which are hopefully going to both be 14nm/16nm FinFET from GlobalFoundries or TSMC and will help make Advanced Micro Devices more power and die size competitive.
AMD’s GPU architectures have gotten rather elderly, he said.
AMD also wants to increase its share in professional graphics. Apparently this is so low that any competition it brings Nvidia could significantly help their market share in this high margin business. The company has hired
Sean Burke to help drive this forward. Sean was a president at Flex and Nortek and a senior executive at Hewlett-Packard, Compaq and Dell. For those who came in late he was the father of Dell’s Dimension and Compaq’s Prolinea.
Koduri’s cunning plan is to capture consumer and professional graphics will be by providing fully immersive experiences that range from education and medicine to gaming and virtual reality with plenty of overlap in between.
He is also interested in expanding into “instinctive computing” applications which involve medicine, factory automation, automotive and security. These are computing applications that are more natural to the environment and less obvious to the user and should come as natural user experiences.
Koduri has three make attack plans. The first is to gain discrete GPU market share in 2016 and 2017 as well as win the next generation of consoles, which will be 4K. Ironically the AMD chips in the consoles on the market at the moment can handle 4K but they don’t.
Koduri wants console makers will continue to stick with Radeon IP for their next generation consoles and give Advanced Micro Devices an even bigger advantage in the gaming space.
DirectX 12 in the latest shipping version of Windows does seem to give Radeon GPUs a significant performance uplift against Nvidia, he said.
Over the last few months both have been busy with new releases. Nvidia has its GeForce GTX 950 and GTX 980 Ti, while AMD put its first HBM-powered cards in the Radeon R9 Fury X, Fury and the super-small R9 Nano into the shops.
According to JPR, overall GPU shipments are up quarter-over-quarter – with AMD’s overall GPU shipments up 15.8 per cent. But before AMD fanboys get all excited by a surprise return to form from AMD, JPR said that that NVIDIA “had an exceptionally strong quarter”. Nvidia saw an uptick of 21.3 per cent.
The PC market as a whole increased by 7.5 per cent quarter-over-quarter but decreased 9 per cent year-over-year. Nivida’s discrete GPU shipments were up 26.3 per cent according to JPR, while AMD’s discrete GPUs spiked by 33 per cent.
AMD’s mobile GPU shipments for notebooks increased by 17 per cent, while NVIDIA had 14 per cent.
T-Mobile announced that it will begin offering free streaming of wireless video to certain T-Mobile customers for services such as HBO, Hulu, Netflix and 21 others.
The service, called Binge On, will be available starting Sunday at no extra charge to T-Mobile’s Simple Choice customers paying for 3GB of data. In addition, the carrier said it doubled the LTE data caps at every level in Simple Choice at no extra cost.
He also said that neither the 24 video-streaming services involved nor T-Mobile customers will pay for the service. Binge On is powered by new technology built into T-Mobile’s network, which optimizes video for mobile screens and minimizes data consumption.
In an online FAQ, T-Mobile said its Binge On video quality “looks great” on a phone. The explanation says the service optimizes video quality for smartphone screens and minimizes buffering and maximizes quality.
Analysts had predicted the free video service would be announced today, but some were skeptical that T-Mobile could afford to offer it without leading to widespread LTE network congestion.
Roger Entner, an analyst at Recon Analytics, said T-Mobile would be using a compression algorithm that reduces video streams to one-third of their original size. Binge One won’t work with encrypted data, such as that from Google and Facebook, he said.
To be eligible for one line with sufficient data to use Binge On, a user would pay $65 a month. That cost would include $50 for one line that includes 2GB of data, but a customer would need to add 4GB more for $15 a month to get above the 3GB minimum for Binge On.
British chipdesigner ARM has announced details of its new Cortex-A35 64-bit processor and it has a swathe of new features.
ARM dubbed the Cortex-A35 processor its new standard-bearer for efficiency among 64-bit processor and says it is the most efficient Cortex-A class CPU it ever made.
It delivers an average of 20 per cent greater performance and efficiency across a range of 32-bit mobile workloads relative to Cortex-A7. However it only uses less than 90mW total power per core, when operating 1GHz in a 28nn process node.
“Overall, the Cortex-A35 processor is a performance-per-milliwatt leader designed to enable a complete and uncompromised 64-bit mobile user experience while maintain full compatibility with existing 32-bit applications,” the company said.
James McNiven, general manager, CPU group saod that the Cortex-A35 is the natural successor to the compact-footprint Cortex-A7 which was the leading energy-efficient processor, which has powered more than a billion smartphones and tablets.
“With the introduction of the world’s most efficient 64-bit capable mobile processor, ARM and its partners will deliver the benefits of 64-bit computing to the next billion smartphone users and beyond,” he said.
ARM is taking data protection to the next level with the TrustZone CryptoCell product family. The enhanced security technology creates an additional layer of hardware security and enables the isolated storage of high value assets, offering optimized cryptography and the lifecycle management of key materials.
MediaTek Jeffrey Ju, executive vice president and co-chief operating officer, said that the ARM Cortex-A35 processor was being used by his company for its scalability of the ARMv8-A architecture, which will enable us to continue to provide efficient and highly integrated 64-bit SoCs to global markets.
AMD’s EMEA component sales manager Neil Spicer is “confident” his outfit can return to profitability in 2016.
Talking to CRN http://www.channelweb.co.uk/crn-uk/news/2433958/amd-confident-profitability-will-return Spicer said he is sure that profitability will return as long as the company sticks to its principles.
“From a personal stance, I am confident [AMD can be profitable]. I believe we are working with exactly the right customers, and over the last few years we have become much simpler to execute and do business with.”
He said that in order to achieve profit, the company must ensure it is investing in the right areas.
“Moving forwards to 2016, we have to have profitable share growth,” he said. “So it’s choosing the right business to go after, both with the company itself and the ecosystem of partners. There is no point in us as a vendor chasing unprofitable partners.
“We want to focus [in the areas] we are good at – that’s where we are going to invest heavily. That’s things like winning the graphics battle with gaming and so forth, and we want to be part of this Windows 10 upgrade cycle.”
Spicer so far has been a little optimistic this year. He thought that Windows 10 would drive an upgrade refresh, particularly as AMD works so well with the new OS.
He also thinks that the combination of Windows 10, the advent of e-sports – competitive online gaming – and new technology and products AMD is launching, means “PC is an exciting market”.
Of course Spicer was extremely enthusiastic about Zen which he thinks will help its play in the high-end desktop space, and the server area. More cynical observers think that Zen will be AMD’s last roll of the dice.
LVMH’s Tag Heuer has become the first Swiss watchmaker to offer a “smartwatch” to customers that combines Swiss design with U.S. technology, seeking to tap a growing market for wearable devices amid flagging sales of traditional watches.
Co-developed with Google and Intel, the “Tag Heuer Connected” will cost $1,500. One thousand units are immediately available in 15 stores across the United States, with Britain, Germany, and Japan following in the coming days.
With its titanium casing, black rubber strap and digital watch hands, it is designed to look like a classical watch.
But Connected houses an Intel Atom processor beneath its touchscreen that lets wearers connect to the internet, stream music and run applications via Google’s Android Wear platform, from existing favorites such as Google Fit and Google Maps to customized lifestyle and sports apps.
The watch, which electronically tethers to a phone, responds to voice commands and finger swipes. It can give the weather, set up a calendar reminder or tell the wearer how many steps she or he has walked that day, for instance.
The Connected will compete in part against Apple Inc’s Apple Watch, which has breathed life into the smartwatch category. With prices of $350 to $17,000 it competes with some traditional luxury timepieces.
Tag Heuer Chief Executive Jean-Claude Biver described the Connected watch as a way to get new customers and warm them up to traditional watches.
“The Apple Watch will never be eternal,” Biver said at an event in New York. “Our watch will. It’s a big advantage.”
Customers can swap their smartwatch for a mechanical one at the end of a two year warranty if they pay $1,500 more, a strategy Biver said allows the company to protect its traditions and cater to younger clientele who might be tempted by Apple.
Read more at Reutershttp://www.reuters.com/article/2015/11/09/us-watches-smartwatch-tagheuer-idUSKCN0SY2O920151109#lpISzxgKzv6Q8P0z.99
AMD said that Globalfoundaries has demonstrated silicon success on the first AMD products using GloFlo’s 14nm FinFET process technology.
We are pretty sure that it is talking about the prototypes for Zen, but AMD is not being that specific. Nevertheless, AMD is being enthusiastic.
As a result of this milestone, Gloflo silicon-proven technology is planned to be integrated into multiple AMD products that address the growing need for high-performance, power-efficient compute and graphics technologies across a broad set of applications, from personal computers to data centres to immersive computing devices, AMD said.
Er that will be Zen then.
AMD said that it has taped out multiple products using 14nm Low Power Plus (14LPP) process technology and is currently conducting validation work on 14LPP production samples.
Today’s announcement represents another significant milestone towards reaching full production readiness of Globalfoundries’ 14LPP process technology, which will reach high-volume production in 2016, AMD said.
The 14LPP platform taps the benefits of three-dimensional, fully-depleted FinFET transistors to enable customers like AMD to deliver more processing power in a smaller footprint for applications that demand the ultimate in performance.
Mark Papermaster, senior vice president and chief technology officer at AMD said that FinFET technology is expected to play a critical foundational role across multiple AMD product lines, starting in 2016.
“Globalfoundaries has worked tirelessly to reach this key milestone on its 14LPP process. We look forward to Globalfoundaries continued progress towards full production readiness and expect to leverage the advanced 14LPP process technology across a broad set of our CPU, APU, and GPU products.”
Mike Cadigan, senior vice president of product management at Globalfoundaries said that the 14nm FinFET technology is among the most advanced in the industry.
“Through our close design-technology partnership with AMD, we can help them deliver products with a performance boost over 28nm technology, while maintaining a superior power footprint and providing a true cost advantage due to significant area scaling.”
Globalfoundaries 14LPP FinFET is ramping with production-ready yields and excellent model-to-hardware correlation at its Fab 8 facility in New York.
AMD said that in January, the early-access version of the technology (14LPE) was successfully qualified for volume production, while achieving yield targets on lead customer products.
The performance-enhanced version of the technology (14LPP) was qualified in the third quarter of 2015, with the early ramp occurring in the fourth quarter of 2015 and full-scale production set for 2016.
The Apple Press is doing its best to snatch victory from the jaws of defeat over the failure of the iWatch to meet the hype.
Today the papers are full of stories claiming that Apple is the “King of the Smartwatch” because it has sold more than its rivals put together. The figure quoted is a speculative seven million .
We are not saying that figure is bad. In fact many smartwatch sellers would only dream of selling that many but it is simply nowhere near what was expected. When Apple announced it was “inventing” the smartwatch the Tame Apple Press confidently predicted 42 million of the things would ship in the first year.
As Apple failed to get the product to market and others popped up analysts started to drop the figures down. At the launch, when it became obvious that the Apple Watch was not shipping with nearly enough functionality, people like an analyst who previously predicted Apple would sell 24 million devices during 2016 has significantly reduced this figure – to 21 million – following the lukewarm reaction. Later, Pacific Crest Securities analyst Andy Hargreaves made the predictions in a research note to clients.
He said: ‘Anecdotal evidence suggests Apple Watch demand is slowing quickly’ and predicted sales for 2015 will reach 10.5 million – 500,000 less than his initial estimates.
It can be seen on this basis that seven million is hugely disappointing and it is not surprising that Apple is desperately trying to keep the actual numbers secret.
We estimate that seven million is roughly the same figure of hardcore Apple fanboys who will buy anything the company buys even if they don’t need it. Apparently they are so stupid that they have bought a watch that runs out of battery in 12 hours or have not realized they just need to take their phone out of their pocket to get the same functionality.
Again the Tame Apple Press has another cunning plan to keep people focused on the smartwatch.
It is talking about how more people will flock to the smartwatch when Apple releases all the functionality it promised for the smartwatch the first time.
However they are also ignoring the fact that Apple might equally lose customers because those who saw the first one thought it was complete pants and swore they would never buy another.
The app now supports VR video – a format that gives viewers what the company says are more realistic 360-degree perspectives of films.
To view it, a user would call up a virtual reality video on the YouTube app, click a button on the video for VR mode, and place the phone in Alphabet Inc’s “Cardboard” device, a handheld gadget made from the standard box material that creates a VR viewing experience.
Makers of virtual reality content can upload VR videos compatible with the Cardboard viewer directly to YouTube. YouTube said there are about a dozen VR videos, including one stemming from the “Hunger Games” movies.
YouTube also announced that viewers can see its vast library of videos with a more limited virtual reality experience, also using Cardboard. YouTube said that the videos will resemble what a viewer would see on an IMAX theater screen.
Neil Schneider, executive director of VR trade organization Immersive Technology Alliance, noted that YouTube introduced 3D video in 2009 and was also an early adopter of high-definition video.
“It’s not surprising they would take the angle of adding virtual reality,” he said.
Schneider said the public can expect to see an explosion of high quality content, but said amateur content might be more difficult to come by because the gear to create VR content is typically expensive.
But Jay Iorio, a member of the Institute of Electrical and Electronics Engineers who is experimenting with creating films for Cardboard and Facebook’s Oculus Rift virtual reality headset, said he would not be surprised to see VR recording capabilities on smartphones.
“The equipment I have right now, people will probably have on their phones in a couple years,” he said.
Oculus Rift is scheduled for release next near and is expected to cost between $300 to $350. Cardboard costs between $5 and $50.
Activision Blizzard has bought King Digital Entertainment for $5.9 billion, marking not only one of the largest acquisitions in videogame history but one of the largest deals ever made in the entertainment business. Comparing this to previous entertainment deals highlights just how extraordinary the figures involved are; the purchase price values King at significantly more than Marvel Entertainment (acquired by Disney for $4.2 billion), Star Wars owner Lucasfilm (Disney again, for $4.1 billion) and movie studio Metro-Goldwyn-Mayer (acquired by Sony for almost $5 billion). The price dwarfs the $1.5 billion paid by Japanese network SoftBank and mobile publisher GungHo for Supercell back in 2013 – though it’s not quite on the same scale as the $7.4 billion price tag Disney paid for Pixar, or in the same ballpark as the $18 billion-odd involved in the merger that originally created Activision Blizzard itself.
How is $5.9 billion justified? Well, it’s a fairly reasonable premium of 20% over the company’s share price – though if you’ve been holding on to King shares since its IPO in 2014, you’ll still be disappointed, as it’s far short of the $22.50 IPO price, or even the $20.50 that the shares traded at on their first day on the open market. The company’s share price has been more or less stable this year, but Activision’s offer still doesn’t make up for the various tumbles shares took through 2014.
A better justification, perhaps, lies in the scale of King’s mobile game business. The company is a little off its peak at the moment. Candy Crush Saga, its biggest title, is on a slow decline from an extraordinary peak of success, and other titles aren’t growing fast enough to make up for that decline, but it still recorded over half a billion monthly active users (MAUs) in its recently reported second quarter figures. In terms of paying users, the company had 7.6 million paying users each month – more than Blizzard’s cash cow, World of Warcraft, and moreover, the average revenue from each of those users was $23.26, far more than a World of Warcraft subscriber pays. King took in $529 million in bookings during the quarter, 81 per cent of it from mobile devices – a seriously appealing set of figures for a company like Activision, which struggles to get even 10 per cent of its revenues from mobile despite its constant lip-service to the platform.
In buying King, Activision instantly makes itself into one of the biggest players in the mobile space, albeit simply by absorbing the company that is presently at the top of the heap. It diversifies its bottom line in a way that investors and analysts have been crying out for it to do, reducing its reliance on console (still damn near half of its revenues) and on the remarkable-but-fading World of Warcraft, and bulking up its anaemic mobile revenues to the point of respectability. On paper, this deal turns Activision into a much more broad-based company that’s far more in line with the present trajectory of the market at large, and should assuage the fears of those who think Activision’s over-reliance on a small number of core franchises leaves it far more vulnerable than rivals like Electronic Arts.
That’s on paper. In practice, though, what has Activision just bought for $5.9 billion? That’s a slightly trickier question. The company is, unquestionably, now the proud owner of one of the most talented and accomplished creators and operators of mobile games in the world. King’s experience of developing, marketing and, crucially, running mobile games at enormous scale, and the team that accomplished all of that, is undoubtedly valuable in its own right. Those are talents that Activision didn’t have yesterday, but will have tomorrow. Are those talents worth $5.9 billion, though? Without wishing for a moment to cast doubt on the skills of those who work at King, no, they’re not. $5.9 billion isn’t “acquihire” money, and when that’s the kind of cash involved we simply can’t think of this as an “acquihire” deal. Activision didn’t pay that kind of money in order to get access to the talent and experience assembled at King. It paid for King itself, for its ongoing businesses and its IP.
Open the shopping bag, and you might struggle to understand how the contents reach $5.9 billion at the till. King has one remarkable, breakthrough, enormously successful IP – Candy Crush Saga, which still accounts (not including heavily marketed spin-off title Candy Crush Soda Saga) for 39 per cent of the company’s gross bookings. No doubt deeply aware of the danger of being over-reliant on revenues from this single title, King has worked incredibly hard to find success for other games in its portfolio. But even its great efforts in this regard have failed to compensate for falling revenues from Candy Crush, and it’s notable that a fair amount of the “non-Candy Crush Saga” revenue that the company boasts actually comes from Candy Crush Soda Saga. Other titles like Farm Heroes Saga and Pet Rescue Saga are no doubt profitable and successful in their own right, and King would be a sustainable business even without Candy Crush. But it would be a much, much smaller business, and certainly not a $5.9 billion business.
Despite being generally bullish about King’s prospects, then, it’s hard to avoid the feeling that the company has done incredibly well out of this acquisition. The undoubted talent and experience of its teams aside, this is, realistically, a company with one IP worth paying for, and unlike Star Wars or the Avengers, Candy Crush is a very new IP whose longevity is entirely untested and whose potential for merchandising or cross-media ventures is dubious at best. King has done better than most of its rivals in the mobile space at applying some of the lessons of its biggest hit to subsequent games and making them successful, but it shares with every other mobile developer the same fundamental problem: none of them has ever worked out how to bottle the lightning that creates a mega-hit and repeat the success down the line. Absent of another Candy Crush game, the odds are that King’s business would slowly deflate as the air escaped from the Candy Crush bubble, until the company’s sustainable (and undoubtedly profitable) core was what was left. Selling up to Activision at a healthy premium while the company is still “inflated” by the likely unrepeatable success of Candy Crush is a fantastic move for the company’s management and investors, but rather less so for Activision.
Perhaps, though, the whole might be more than the sum of its parts? Couldn’t Activision, holders of some of the world’s favourite console and PC game IP, work with King to leverage that IP and the firm’s reach in traditional games, creating new business at the interaction of their respective specialisations? That’s a big part of what made Pixar so valuable to Disney, for example; the match between their businesses was of vital importance to that deal, and the same can broadly be said for Disney’s other huge acquisitions, Lucasfilm and Marvel. (SoftBank’s purchase of Supercell, by comparison, was rather more of a straightforward market-share land grab.) What could this new hybrid, Activision Blizzard King, hope to achieve in terms of overlap that enhances the value of its various component parts?
Certainly, Activision has some properties that could work on mobile (I’m thinking specifically of Skylanders here, though others may also fit); some Blizzard properties could also probably work on mobile, though I very much doubt that Blizzard (which retains a strong degree of independence within the group) is a good cultural fit for King, and is deeply unlikely to work with it in any manner which gives up the slightest creative control over its properties. King’s properties, meanwhile, don’t look terribly enticing as console or PC games, and conversions done this way would almost certainly defeat the entire purpose of the deal anyway, since the objective is to bolster Activision’s mobile business. The prospect of a mobile game based on Call of Duty or another major console IP may seem superficially interesting, but we’ve been down this road before and it didn’t lead anywhere impressive. Sure, core gamers are on mobile too, but they’ve by and large been nonplussed at best and outraged at worst by the notion of engaging with mobile versions of their console favourites. It’s genuinely hard to piece together the various IPs and franchises owned by King and Activision and see how there’s any winning interaction between them on the table.
This is what makes me keep returning to those other mega-deals – to Star Wars, to Marvel, to Pixar – and finding the contrast between them and Activision / King so extraordinary. Each of those multi-billion dollar deals was carried out by Disney with a very specific, long-term plan in mind that would leverage the abilities of both acquirer and acquired to create something far more than the sum of its parts. Each of those deals had a very clear raison d’être beyond simply “it’ll make us bigger.” Each of those companies fitted with the new parent like a piece of a puzzle. King’s only role in Activision’s “puzzle” is that they do mobile, and Activision sucks at mobile; there’s no sense of any grand plan that will play out.
In all likelihood, Activision has just paid a huge premium for a company which is past the peak of its greatest hit title and into a period of managed decline, not to mention a company with which its core businesses simply don’t fit in any meaningful way. King’s a great company in many respects, but its acquisition isn’t going to go down as a great deal for Activision – and we can expect to see plenty of that $5.9 billion being frittered away in goodwill write-downs over the coming few years.
A website based its article on one forum post claims that AMD Zen meets all expectations because he knows someone who works in AMD. So it must be true.
The fact that AMD Zen “meets all expectations” got us excited until we looked a bit deeper. It turns out that the report is based on a guy who swears he knows a guy that use to work for AMD on K12 L2 cache design. It is not clear if he met the guy in a pub or not.
His other colleague that still works there tells him that the test chip has meet all of the expectations and the team didn’t find any significant bottlenecks and this got the partners on the server side very excited. We have had our share of AMD Zen exclusive news, but it will take a while until this chip hits the market, we expect it in late 2016.
At the stage of development AMD should actually be in the end phase anyway and if everything went fine, the test chip should be running. The last few quarters are used to further optimise the design.
AMD definitely needs a break and Zen is a new architecture on a new manufacturing nod, which is a most complicated and complex thing you can do in chip development. If all continues to go well, the K12 might ship in limited quantities toward s the end of the 2016 and in serious quantities by 2017. Intel should have a Kaby Lake 14nm successor to Skylake launching in a similar timeframe which gives AMD a fighting chance.
Intel has 99 percent of the server market share according to Bloomberg report . If K12 gets even close to performance of Intel desktop and server chips,AMD has a realistic chance of recovery. Server manufacturers don’t really like the one player only market, as the increase competition could drive the prices down.