Nvidia has fixed an ancient problem in Ubuntu systems which turned the screen into 40 shades of black.
The problem has been around for years and is common for anyone using Nvidia gear on Ubuntu systems.
When opening the window of a new application, the screen would go black or become transparent. As it turns out, this is actually an old problem and there are bug reports dating back from Ubuntu 12.10 times.
However to be fair it was not Nvidia’s fault. The problem was caused by Compiz, which had some leftover code from a port. Nvidia found it and proposed a fix.
“Our interpretation of the specification is that creating two GLX pixmaps pointing at the same drawable is not allowed, because it can lead to poorly defined behavior if the properties of both GLX drawables don’t match. Our driver prevents this, but Compiz appears to try to do this,” wrote NVIDIA’s Arthur Huillet.
Soon after that, a patch has been issued for Compiz and it’s been approved. The patch would be pushed in Ubuntu 15.04 and is likely to be backported to Ubuntu 14.04 LTS.
“Today we’re happy to announce … 64-bit builds for Firefox Developer Edition are now available on Windows, adding to the already supported platforms of OS X and Linux,” wrote Dave Camp, director of developer tools, and Jason Weathersby, a technical evangelist, in a post to a company blog.
Firefox 38′s Developer Edition, formerly called “Aurora,” now comes in both 32- and 64-bit version for Windows. Currently, Mozilla’s schedule, which launches a newly-numbered edition every six weeks, has Firefox 38 progressing through “Beta” and “Central” builds, with the latter — the most polished edition — releasing May 12.
Cook and Weathersby touted the 64-bit Firefox as faster and more secure, the latter due to efficiency improvements in Windows’ anti-exploit ASLR (address space layout randomization) technology in 64-bit.
The biggest advantage of a 64-bit browser on a 64-bit operating system is that it can address more than the 4GB of memory available to a 32-bit application, letting users keep open hundreds of tabs without crashing the browser, or as Cook and Weathersby pointed out, run larger, more sophisticated Web apps, notably games.
Mozilla is the last 32-bit holdout among the top five providers of browsers.
Google shipped a Windows 64-bit Chrome in August 2014 and one for OS X in November, while Apple’s Safari and Microsoft’s Internet Explorer (IE) have had 64-bit editions on OS X and Windows since 2009 and 2006, respectively. Opera Software, the Norwegian browser maker known for its same-named desktop flagship, also offers a 64-bit edition on Windows.
It looks like the Mantle API developed by AMD is slowly reaching its end of its useful life.
Mantle has apparently served its purpose as a bridge between DirectX 11 and DirectX 12 and AMD is starting to tell new developers to focus their attention on DirectX and GLnext.
Raja Koduri, the Vice President of Visual and Perceptual Computing at AMD said in a blog post:
The Mantle SDK also remains available to partners who register in this co-development and evaluation program. However, if you are a developer interested in Mantle “1.0″ functionality, we suggest that you focus your attention on DirectX® 12 or GLnextGLnext.
This doesn’t mean a quick death for Mantle. AMD suggest it will support its partners and that there are still titles to come with support for Mantle. Battlefield Hardline is one of them and it’s a big one.
Back in November AMD announced a Mantle update, telling the world that there are four engines and 20+ launched or upcoming titles, and 10 developers publically announced their support for Mantle.
There are close to 100 registered developers in the Mantle beta program. The Frostbite 3 engine (Battlefield Hardline), CryEngine (Crysis series), Nitrous Engine (Star Citizen) and Asura Engine (Sniper elite) currently have support for Mantle. Some top games including Thief and Sid Meir’s Civilization Beyond Earth also support Mantle.
AMD will tell developers a bit more about Mantle at the Game Developers Conference 15 that starts today in San Francisco and will talk more about its definitions of an open platform. The company will also tackle on new capabilities beyond draw calls and it will remain there for the people who are already part of the Mantle program.
However, AMD suggests new partners should look the other way and focus on alternatives. When we spoke with Raja and a few other people from AMD over the last few quarters, we learned that Mantle was never supposed to take on DirectX 12. You should look at Mantle as AMD’s wish list, that’s what AMD wanted and needed before Microsoft was ready to introduce DirectX 12. Mantle as a low-level rending API and keep in in mind that it came almost two years before DirectX 12.
The Battlefield 4 Mantle patch came in February 2014 roughly a year ago and it showed a significant performance increase on supported hardware. Battlefield Hardline is the next big game to support Mantle and it comes in two weeks. CryEngine also supports Mantle, but we will have to wait and see if the support will ever translate into an actual game with Mantle support.
Apple sold 74.83 million smartphones to end users worldwide, ahead of the 73.03 million phones sold by Samsung, according to Gartner’s report.
The success of big-screen iPhone 6 and 6 Plus drove Apple’s sales in its first quarter ended Dec. 27. The company reported a profit of $18 billion for the period, the biggest ever reported by a public company, according to S&P analyst Howard Silverblatt.
Apple’s smartphones sales jumped about 49 percent in the fourth quarter, according to Gartner. In contrast, Samsung, the market dominator since 2011, recorded a nearly 12 percent fall.
In January, the company posted its fifth consecutive quarter of earnings decline in the mobile division.
“Samsung continues to struggle to control its falling smartphone share, which was at its highest in the third quarter of 2013,” said Anshul Gupta, principal research analyst at Gartner.
Besides losing market share to the costlier iPhones, the Korean company has been battling low-cost Chinese vendors such as Xiaomi and Huawei .
Samsung unveiled its new range of slim-bodied Galaxy S smartphones just recently, made from aircraft-grade metal.
PayPal didn’t disclose how much it is paying for the Wellesley, Massachusetts, company, which has a platform that companies can use to build their own branded mobile payment and loyalty apps.
Several well-known companies use Paydiant’s technology, including Subway and Capital One. It has also been adopted by the Merchant Customer Exchange, a group of major retailers including Target, CVS and WalMart that is developing a mobile payment app called CurrentC to take on Apple Pay.
Paydiant’s payment technology allows customers to pay for items by using either NFC (near field communication) or a QR code, which is scanned at checkout. To pay with NFC, which is also used by Apple Pay, the customer holds a mobile device near a special sales terminal that can read the embedded NFC chip. However, some merchants have said they are reluctant to invest in new payment terminals that support NFC payments.
PayPal, which is getting spun off from parent company eBay later this year, will face increased competition in the mobile payment market. While Apple’s contactless payment system has received much attention since it launched in October, other large tech companies are building their own products.
BlackBerry debuted a new mid-market smartphone named the BlackBerry Leap that is set to replace the Z3 device launched a year ago, in a move to woo buyers in certain emerging markets where BlackBerry still has a fairly large client base.
The Waterloo, Ontario-based company said the phone, unveiled at the Mobile World Congress (MWC) in Barcelona, would initially hit stores in U.S and European markets around April and be priced around $275.
The company also said it planned to roll out two more models over the course of the next months, both with a keyboard.
One will be a high-end smartphone with what Blackberry called “a dual curve all touch display” with a keyboard behind a slide. That may refer to the sort of curved screen featured in Samsung’s latest Galaxy smartphone.
“We don’t have a code name for it but I call it The Slide,” BlackBerry Chief Executive John Chen told media in Barcelona. “It will come some time this year,” he added without giving a specific date.
BlackBerry, once a must-have device for business executives and government officials because of its pioneering secure email service, has hemorrhaged market share to Apple’s iPhone and rivals running on Google’s Android software.
In a bid to remain relevant, the company has pivoted in the last year to focus much more on its software business and core strengths such as data security. However, the company has stressed it remains committed to its devices business.
Imagination has revealed a new four-core PowerVR GPU designed to bring high-quality graphics to smaller, cheaper devices such as budget smartphones, wearables and “space-constrained” Internet of Things (IoT) devices.
The PowerVR G6020 GPU is aimed at developers looking to create devices requiring low-power displays, including smartwatches, appliances, connected radios and dashboard screens in vehicles.
“This is a tiny GPU for 720p displays on small entry-level phones and tablets,” a Imagination representative told The INQUIRER at the firm’s booth at Mobile World Congress (MWC).
“The GPU is a stripped-down version of our highest-end GPU, leaving an architecture which is optimised for costs and making it as simple as possible for devices running Android Wear, for example, or [other] IoT devices.”
It can also power mobile hotspots, routers and M2M devices, the firm said.
The PowerVR G6020 GPU has been designed for graphics efficiency in ultra-compact silicon areas, and claims to provide better device performance and compatibility “without unnecessary overhead”.
The unit has four arithmetic logic unit cores, a silicon footprint of 2.2mm2, and a 28nm process technology at 400MHz, and features an optimised universal shading cluster engine designed for better user interface experiences.
Imagination claims that the GPU’s OpenGL ES 3.0 capability gives it a smooth user experience for high-definition displays at 720p.
“PowerVR is the ideal GPU for mobile and embedded because its programmable shader- and tile-based deferred rendering architecture leads to high-performance efficiency and the lowest power consumption per frame,” the firm said.
“In addition, PowerVR maximises bandwidth efficiency with Imagination’s advanced PVRTC2 texture compression technology that ensures minimum memory footprint and superior image quality.”
Also part of the announcement were the PowerVR E5800, E5505 and E5300 video encoders based on an architecture that scales efficiently from the ultra-low power requirements of devices such as wearables.
“The PowerVR 5 series offers the same quality of streaming video at half the bitrate, which is important for video conferencing over mobile networks such as 3G or 4G connections where bandwidth is limited,” the Imagination rep told us.
These PowerVR Series5 encoders support multiple standards in a single solution which leads to area savings and simplifies system integration. For example, it’s no longer necessary to add several cores to handle multiple formats on the same chip or maintain multiple drivers.
Imagination encoded two streams using the same encoder at the same bitrate to show the boost in quality that H.265 video offers (see above).
This also features “region of interest encoding”. This technology shows how companies can build better video conferencing apps by combining PowerVR GPUs and video processors to enhance the focal point of a video stream so that it doesn’t need to work hard at improving the quality of the whole video – just the part which is important.
Lenovo’s 8-inch Tab 2 A8 will ship in June starting at $129, with a 64-bit version of Android 5.0 and a 64-bit quad-core processor from MediaTek. It was one of three tablets Lenovo announced ahead of the Mobile World Congress trade show in Barcelona.
Sixty-four-bit tablets have a few advantages. They can support more memory and therefore make light work of multimedia-intensive apps such as games, as well as apps that use encryption for security. More 64-bit Android apps are in development, so a 64-bit tablet also provides some future-proofing.
Only a handful of 64-bit Android tablets are on sale today. One of the best known is Google’s Nexus 9, which sells for $399.99 in the Google Play store. Many more are expected as vendors deploy Android 5.0 more broadly and as more 64-bit processors become available. Lenovo’s Tab 2 A8 could prompt other vendors to drive down prices for their own 64-bit Android tablets.
The Tab 2 A8 is 9 millimeters thick, weighs 360 grams and will offer eight hours of battery life, according to Lenovo. The $129 model has Wi-Fi only, while a $179 model will have integrated LTE. It doesn’t look like the LTE model will be offered in the U.S., however.
The tablet has a 5-megapixel rear-facing camera, a 2-megapixel front-facing camera and 1GB of RAM. It has a maximum of 16GB of storage that can be expanded to 32GB with a Micro-SD card.
With a 720p screen, Lenovo has compromised on the display to keep the price low.
Tablet shipments flattened last year after years of strong growth, and the 64-bit Android tablets could spur people to upgrade from older models.
Apple had an early start in 64-bit tablets with the iPad Air, but the low-priced tablets could shift the market in Android’s favor.
Lenovo also announced the 10-inch Tab 2 A10, which has a 64-bit processor but will initially ship with a 32-bit version of Android, version 4.4. The tablet will start shipping in April and users will be able to upgrade their devices to Android 5.0 in June, Lenovo said.
Free to play has an image problem. It’s the most influential and arguably important development in the business of games in decades, a stratospherically successful innovation which has enabled the opening up of games to a wider audience than ever before. Implemented well, with clear understanding of its principles and proper respect afforded to players and creativity alike, it’s more fair and even, in a sense, democratic than old-fashioned models of up-front payment; in theory, players pay in proportion to their enjoyment, handing over money in small transactions for a continued or deepened relationship with a game they already love, rather than giving a large amount of cash up-front for a game they’ve only ever seen in (possibly doctored) screenshots and videos.
While that is a fair description, I think, of the potential of free-to-play, it’s quite clearly not the image that the business model bears right now. You probably scoffed about half a dozen times reading the above paragraph – it may be a fair description of free-to-play at its hypothetical best, but it’s almost certainly at odds with your perceptions.
How, then, might we describe the perception of F2P? Greedy, exploitative, unfair, cheating… Once these adjectives start rolling, it’s hard to get them to stop. The negative view of F2P is that it’s a series of cheap psychological tricks designed to get people to spend money compulsively without ever realising quite how much cash they’re wasting on what is ultimately a very shallow and cynical game experience.
I don’t think it’s entirely unsurprising or unexpected that this perception should be held by “core” gamers or those enamoured of existing styles of game. Although F2P has proven very successful for games like MMOs and MOBAs, it’s by no means universally applicable, either across game types or across audience types; some blundering attempts by publishers to add micro-transactions to premium console and PC titles, combined with deep misgivings over the complete domination of F2P in the mobile game market, have left plenty of more traditional gamers with a very negative and extremely defensive attitude regarding the new business model. That’s fine, though; F2P isn’t for that audience (though it’s a little more complex than that in reality; many players will happily tap away at an F2P mobile game while waiting for matchmaking in a premium console game).
What’s increasingly clear, however, is that there’s an image problem for F2P right in the midst of the audience at whom it’s actually aimed. The negative perception of F2P is becoming increasingly mainstream. It gets mass-media coverage on occasion; recently, it spurred Apple to create a promotion specifically pointing App Store customers to games with no in-app purchases. I happen to think that’s a great idea personally, but what does it say about the feedback from Apple’s customers regarding F2P games, that promotion of non-F2P titles was even a consideration?
Even some of the most successful F2P developers now seem to want to distance themselves from the business model; this week’s interview with Crossy Road developers Hipster Whale saw the team performing linguistic somersaults to avoid labelling their free-to-play game as being free-to-play. Crossy Road is a brilliant, fun, interesting F2P game that hits pretty much all of the positive notes I laid out up in the first paragraph; that even its own developers seem to view “free-to-play” as an overtly negative phrase is deeply concerning.
The problem is that the negativity has a fair basis; there’s a lot of absolute guff out there, with the App Store utterly teeming with F2P games that genuinely are exploitative and unfair; worst of all, the bad games tend to be stupid, mean-spirited and grasping, attempting to suck money out of easily tricked customers (and let’s be blunt here: we’re talking, in no small measure, about kids) rather than undertaking the harder but vastly more rewarding task of actually entertaining and enthralling people until they feel perfectly happy with parting with a little cash to see more, do more or just to deepen their connection to the game.
Such awfulness, though, is not universal by any measure. There are tons of good F2P games out there; games that are creative and interesting (albeit often within a template of sorts; F2P was quick to split off into slowly evolving genre-types, though nobody who’s played PC or console games for very long can reasonably criticise that particular development), games that give you weeks or months of enjoyment without ever forcing a penny from your pocket unless you’re actually deeply engaged enough to want to pay up to get something more. Most of F2P’s bone fide hits fit into this category, in fact; games like Supercell’s Clash of Clans or Hay Day, GungHo’s Puzzle & Dragons and, yes, even King’s Candy Crush Saga, which is held aloft unfairly as an example of F2P scurrilousness, yet has never extracted a penny from 70 percent of the people who have finished (finished!) the game. That’s an absolutely enormous amount of shiny candy-matching enjoyment (while I don’t like the game personally, I don’t question that it’s enjoyment for those who play it so devotedly) for free.
Unfortunately, the negative image that has been built up by free-to-play threatens not just the nasty, exploitative games, but all the perfectly decent ones as well – from billion-grossing phenomena like Puzzle & Dragons to indie wunderkind like Crossy Road. If free-to-play as a “brand” becomes irreparably damaged, the consequences may be far-reaching.
A year ago, I’d have envisaged that the most dangerous consequence on the horizon was heavy-handed legislation – with the EU, or perhaps the USA, clamping down on F2P mechanisms in a half-understood way that ended up damaging perfectly honest developers along with two-bit scam merchants. I still think that’s possible; companies have ducked and dived around small bits of legislation (or the threat of small bits of legislation) in territories including Japan and the EU, but the hammer could still fall in this regard. However, I no longer consider that the largest threat. No, the largest threat is Apple; the company which did more than any other to establish F2P as a viable market remains the company that could pull the carpet out from underneath it entirely, and while I doubt that’s on the cards right now, the wind is certainly turning in that direction.
Apple’s decision to promote non-F2P titles on its store may simply be an editor’s preference; but given the growing negativity around F2P, it may also be a sign that customer anger over F2P titles on iOS is reaching receptive ears at Apple. Apple originally permitted free apps (with IAP or otherwise) for the simple reason that having a huge library of free software available to customers was a brilliant selling point for the iPhone and iPad. At present, that remains the case; but if the negativity around the perception of F2P games were ever to start to outweigh the positive benefits of all that free software, do not doubt that Apple would reverse course fast enough to make your head spin. Reckon that its 30 percent share of all those Puzzle & Dragons and Candy Crush Saga revenues would be enough to make it think twice? Reckon again; App Store revenue is a drop in the ocean for Apple, and if abusive F2P ever starts to significantly damage the public perception of Apple’s devices, it will ban the model (in part, at least) without a second thought to revenue.
Some of you, those who fully buy into the negative image of F2P, might think that would be a thing to celebrate; ding, dong, the witch is dead! That’s a remarkably short-sighted view, however. In truth, F2P has been the saviour of a huge number of game development jobs and studios that would otherwise have been lost entirely in the implosion of smaller publishers and developers over the past five years; it’s provided a path into the industry for a great many talented creative people, grown the audience for games unimaginably and has provided a boost not only to mobile and casual titles, but to core games as well – especially in territories like East Asia. Wishing harm on F2P is wishing harm on many thousands of industry jobs; so don’t wish F2P harm. Wish that it would be better; that way, everyone wins.
Qualcomm has unveiled what it claims is the world’s first ‘ultrasonic’ fingerprint scanner, in a bid to improve mobile security and further boost Android’s chances in the enterprise space.
The Qualcomm Snapdragon Sense ID 3D Fingerprint technology debuted during the chipmaker’s Mobile World Congress (MWC) press conference on Monday.
The firm claimed that the new feature will outperform the fingerprint scanners found on smartphones such as the iPhone 6 and Galaxy S6.
Qualcomm also claimed that, as well as “better protecting user data”, the 3D ultrasonic imaging technology is much more accurate than capacitive solutions currently available, and is not hindered by greasy or sweaty fingers.
Sense ID offers a more “innovative and elegant” design for manufacturers, the firm said, owing to its ability to scan fingerprints through any material, be it glass, metal or sapphire.
This means, in theory, that future fingerprint sensors could be included directly into a smartphone’s display.
Derek Aberle, Qualcomm president, said: “This is another industry first for Qualcomm and has the potential to revolutionise mobile security.
“It’s also another step towards the end of the password, and could mean that you’ll never have to type in a password on your smartphone again.”
No specific details or partners have yet been announced, but Qualcomm said that the Sense ID technology will arrive in devices in the second half of 2015, when the firm’s next-generation Snapdragon 820 processor is also tipped to debut.
The firm didn’t reveal many details about this chip, except that it will feature Kryo 64-bit CPU tech and a new machine learning feature dubbed Zeroth.
Qualcomm also revealed more details about LTE-U during Monday’s press conference, confirming plans to extend LTE to unused spectrum using technology integrated in its latest small-cell solutions and RF transceivers for mobile devices.
“We face many challenges as demand for data constantly grows, and we think the best way to fix this is by taking advantage of unused spectrum,” said Aberle.
Finally, the chipmaker released details about a new a partnership with Cyanogen, the open-source outfit responsible for the CyanogenMod operating system.
Qualcomm said that it will provide support for the best features and UI enhancements of CyanogenMod on Snapdragon processors, which will be available for the release of Qualcomm Reference Design in April.
The MWC announcements follow the launch of the ARM Cortex-based Snapdragon 620 and 618 chips last month, which promise to improve connectivity and user experience on high-end smartphones and tablets.
Aberle said that these chips will begin to show up in devices in mid to late 2015.
Uber found out about a possible breach of its systems in September, and a subsequent investigation revealed an unauthorized third party had accessed one of its databases four months earlier, the company said.
The files accessed held the names and license plate numbers of about 50,000 current and former drivers, which Uber described as a “small percentage” of the total. About 21,000 of the affected drivers are in California. The company has several hundred thousand drivers altogether.
It’s in the process of notifying the affected drivers and advised them to monitor their credit reports for fraudulent transactions and accounts. It said it hadn’t received any reports yet of actual misuse of the data.
Uber will provide a year of free identity protection service to the affected drivers, it said, which has become fairly standard for such breaches.
The company said it had filed a “John Doe” lawsuit Friday to help it confirm the identity of the party responsible for the breach.
The watch is designed to replace car keys and the clumsy, large fobs that are now used in many vehicles, Cook told the newspaper.
Its battery will last the whole day, and will not take as long to charge as an iPhone, the report quoted Cook as saying.
Apple Watch will also work as a credit card through Apple Pay, Cook told the paper, but did not mention how user verification will work with the watch.
The rollout of the watch might pose a challenge for Apple’s stores, which may involve “tweaking the experience in the store,” the Telegraph said, citing Cook’s conversation with the staff at Apple’s Covent Garden store in London.
Last March, Apple unveiled CarPlay, which lets drivers access contacts on their iPhones, make calls or listen to voicemails without taking their hands off the steering wheel.
Earlier this month, Reuters reported that the iPhone maker is looking at making a self-driving electric car, and is talking to experts at carmakers and automotive suppliers.
In the interview, Cook said that the Apple Watch will operate a special rewards system, track the user’s activity and “be correct to 50 milliseconds”.
Apple was not immediately available for comment.
The company has scheduled a special event on March 9, where it is expected to showcase Apple Watch, which will be launched in April.
China’s Lenovo Group Ltd announced that it will offer free subscriptions to Intel Corp’s security software to customers who purchased laptops that were shipped with a program known as “Superfish,” which made PCs vulnerable to cyberattacks.
Lenovo, the world’s biggest personal computer maker, last week advised customers to uninstall the Superfish program.
Security experts and the U.S. Department of Homeland Security recommended the program be removed because it made users vulnerable to what are known as SSL spoofing techniques that can enable remote attackers to read encrypted web traffic, steal credentials and perform other attacks.
Lenovo announced the offer to provide six-month subscriptions to Intel’s McAfee LiveSafe on Friday as it also disclosed plans to “significantly” reduce the amount of software that it ships with new computers.
Pre-loaded programs will include Microsoft Corp’s Windows operating system, security products, Lenovo applications and programs “required” to make unique hardware such as 3D cameras work well, Lenovo said.
“This should eliminate what our industry calls ‘adware’ and ‘bloatware,’” the Lenovo statement said.
Adi Pinhas, chief executive of Palo Alto, California-based Superfish, said in a statement last week that his company’s software helps users achieve more relevant search results based on images of products viewed.
He said the vulnerability was “inadvertently” introduced by Israel-based Komodia, which built the application that Lenovo advised customers to uninstall.
Komodia declined comment.
Spotted by GforGames site, in a GeekBench test results and running inside an unknown smartphone, MediaTek’s MT6795 managed to score 886 points in the single-core test and 4536 points in the multi-core test. These results were enough to put it neck to neck with the mighty Qualcomm Snapdragon 810 SoC tested in the LG G Flex 2, which scored 1144 points in the single-core and 4345 in the multi-core test. While it did outrun the MT6795 in the single-core test, the multi-core test was clearly not kind on the Snapdragon 810.
The unknown device was running on Android Lollipop OS and packed 3GB of RAM, which might gave the MT6795 an edge over the LG G Flex 2.
MediaTek’s octa-core MT6795 was announced last year and while we are yet to see some of the first design wins, recent rumors suggested that it could be powering Meizu’s MX5, HTC’s Desire A55 and some other high-end smartphones. The MediaTek MT6795 is a 64-bit octa-core SoC clocked at up to 2.2GHz, with four Cortex-A57 cores and four Cortex-A53 cores. It packs PowerVR G6200 graphics, supports LPDDR3 memory and can handle 2K displays at up to 120Hz.
As we are just a few days from Mobile World Congress (MWC) 2015 which will kick off in Barcelona on March 2nd, we are quite sure that we will see more info as well as more benchmarks as a single benchmark running on an unknown smartphone might not be the best representation of performance, it does show that MediaTek certainly has a good chip and can compete with Qualcomm and Samsung.
According to Toms Hardware one of the unexpected features of DirectX 12 is the ability to use Nvidia GPUs alongside AMD GPUs in multi-card configurations.
This is because DirectX 12 operates at a lower level than previous versions of the API it is able to treat all available video resources as one unit. Card model and brand makes no difference to a machine running DX12.
This could mean that the days of PC gamers having to decide between AMD or Nvidia could be over and they can pick their referred hardware from both companies and enjoy the best of both worlds. They will also be able to mix old and new cards.
However there might be a few problems with all this. Rather than worrying about your hardware optimization software developers will have to be on the ball to make sure their products work.
More hardware options means more potential configurations that games need to run on, and that could cause headaches for smaller studios.