Common Paradox Tech Blog

Mobile phones, Computers, Macs, apps, news, reviews, tech tips

Entries for the ‘News’ Category

Review: Intel Core i7-980X Extreme Edition

Build it and they will come. That, surely, is the thinking behind the launch of this new six-core monster from Intel. You almost definitely don’t need it. You probably couldn’t make proper use of it. But here it is all the same: the mighty new Core i7-980X Extreme Edition.

After all, it’s not as if your average quad-core PC owner is crying out for more performance. Indeed, a cooking dual-core chip gets the job done for the vast majority of people, the vast majority of the time.

Nevertheless, a small cadre of enthusiasts and power users do demand more. It’s this very group that Intel is targeting with this impossibly powerful and pointlessly expensive flagship chip.

Shrinking returns

Still, we have a feeling they’ll be very happy with what Intel is giving them. Six cores is obviously the biggest news, a first for a desktop PC processor. But this is six cores à la Intel and that means two threads per core.

Fire up the Performance tab in Windows Task Manager, therefore, and you’ll be greeted with no less than 12 graphs, one for each logical processor. In our best Quake III voice, that’s IMPRESSIVE.

Performance monitor

The 980X is also Intel’s second chip with fancy new 32nm transistors. As ever, the benefits of this “process shrink” from Intel’s existing 45nm node are several.

For starters, it allows Intel to pack in more features. In fact, the six-core 980X and its 1.17 billion transistors is actually smaller than any of Intel’s quad-core processors. And that is despite the fact that Intel has upped the chip’s shared cache memory to a mammoth 12MB.

Less is more

Smaller chips, of course, are typically cheaper chips. Inevitably, Intel is going to milk the 980X’s six-core novelty status for a while. But more affordable models of the new six-core Gulftown core, as the chip is known internally at Intel, are expected later this year. For now, it’s just this lone £800 Extreme Edition model.

Anyhow, smaller transistors also tend to use less power and hit higher clockspeeds. We’ll come to the former in a moment. But as for the latter, the 980X is officially rated at 3.33GHz with a maximum of 3.6GHz available courtesy of Intel’s auto-overclocking Turbo Boost function. Pretty much the same frequencies, in other words, as Intel’s speediest quads, but with a couple more cores thrown in.

Nehalem redux

Elsewhere, there isn’t all that much to report. Architecturally, Gulftown is pretty much a standard Nehalem class processor, the likes of which have been on sale for about 18 months. Not that this is a bad thing.

On the contrary, the Nehalem architecture remains cutting edge, replete as it is with an integrated triple-channel memory controller and all manner of 64-bit, virtualised and HyperThreaded goodness.

For the record, the 980X is another chip that only works with Intel’s high-end LGA 1,366 CPU socket. For now, owners of PCs or motherboards with the LGA 1,156 socket are out of luck when it comes to six-core thrills.

Moreover, what the carry-over architecture does mean is that you shouldn’t expect this new chip to do anything more than behave like a six-core Nehalem processor. There’s no new magic under the hood.

Indeed, our benchmarks back this up. In single threaded tests, it performs precisely on a par with the identically clocked Core i7-975 Extreme Edition quad-core CPU.

But that isn’t the point of the 980X. The point is multi-threaded mastery. It delivers. In our HD video encoding benchmark, for example, it’s very nearly 50 per cent faster than the 975.

Professional rendering is another showcase application for the 980X’s multi-threading talents with the 980X shaving fully 50 per cent off the 975’s 43 second time-to-complete for CineBench R10.

32nm core structure

Of course, you won’t always see performance balloon in line with the core count, even in multi-threaded applications. Not all applications are coded to scale in an efficient and linear fashion as cores are added.

Moreover, some are limited by factors such as data bandwidth, a metric by which the 980X does nothing to move the game on. It supports precisely the same 1,066MHz DDR3 memory in triple-channel configuration as existing high-end Core i7 processors.

Still, just as impressive as the increased performance is the fact that the 980X does it while consuming less power than the old 975 quad-core processor. And not just a little less. Our test system peaks at 275 watts with the 975 installed but just 245 watts courtesy of the new 980X. More performance for less power in other words.

Punitive pricing

Regarding downsides, there are few. As we have come to expect, Turbo Mode disappoints. Whether the workload is single or multi-threaded, the 980X runs at 3.45GHz. Frankly, the whole Turbo Mode thing feels more and more like a gimmick. Note to Intel: decide what speed the thing runs at and stick that on the label, umm-kay.

That said, the real killer is pricing. £800 makes this a luxurious irrelevancy for all but a few well-heeled enthusiasts. In the context of chips like the new Core i7 930, a 2.8GHz quad-core processor that sells for about £220, making a business case for the 980X is basically impossible. It doesn’t come close to delivering four times the performance.

Verdict

The PC industry has bet all its chips on multi-core. Hence, the full potential of this new six-core specimen from Intel will surely be unleashed in time. But for now, and at this price point, it doesn’t add up for a typical PC user.

However, the knowledge that cheaper versions of Intel’s new hexa-core architecture are on the way gives us something to look forward to. Until then, that quad you’re currently running will do just fine.

Related Links

Apple.com Adds iPad to Menu, iPod and iTunes Now Separate

Apple.com iPad

iPod + iTunes is dead on the Apple.com menu, long live iPod | iPhone | iPad | iTunes. (And yes, Mac is still there too).

The all new iPad section coincides with the launch of pre-orders and pickups today, and links to all the content previously available at apple.com/ipad via the homepage. The broken out iPod [...]

Apple.com Adds iPad to Menu, iPod and iTunes Now Separate is a story by TiPb. This feed is sponsored by The iPhone Blog Store.

TiPb – The #1 iPhone, iPad, and iPod touch Blog

Motherboard Makers Scramble to Avoid Component Shortage

Citing sources from motherboard makers, news and rumor site DigiTimes says there’s a shortage of mobo components, including multilayered ceramic chips (MLCCs), solid capacitors, LAN connectors, and other odds and ends. The reason, sources say, is because of recent labor shortages.

In response to the shortages, Asus, Gigabyte, MSI, and ECS have all begun "aggressively placing orders" in an attempt to avoid having the component shortages affect overall shipments.

The good news is that the labor situation is expected to improve after April, by which time the mobo market will have entered the slow season. The tight supply of components will also improve, but component makers fear that their performance will be affected in the second quarter as top-tier mobo makers halt any new orders to avoid a surplus in inventory.

 

Apple iPad pre-ordering for US goes live

Apple is now taking pre-orders for the Apple iPad, with the gadget now available from $499 in the US.

The announcement was made after Apple posted its usual We’ll Be Back Shortly message on its Store – which is always a thinly veiled hint that some new release is coming to the store.

While the message was also posted on the UK version of the store, there is still no iPad pre-ordering facility available. And, what’s worse, we are still no closer to finding out the price.

April UK release

The Apple iPad was announced by Steve Jobs back in January. The tablet device should be winging its way to the UK late April, but there is still no confirmation on who will be the data carriers for the 3G version.

In fact, there are already a trickle of sites who are offering the iPad, with BundleBox claiming it will bring the iPad to the UK £30 cheaper than whatever the official price is and it will ship it to arrive within three days of the 3 April US release date.

Currently, Orange, Vodafone and O2 are the three being hotly tipped to bring the device to the UK.

There are also some strong suggestions that the Apple iPad will be coming to the UK with a pricing structure that seems to directly swap dollars for pound – so $499 in the States will be £499 in the UK.

For now, though, we’ll have to keep waiting till the company come ‘back soon’ with official confirmation.

International and Want an iPad on April 3? Reserve for Pickup and Get Traveling!

iPad reservation

Not in the US, can’t pre-order an iPad via store.apple.com/us, willing to travel by plane, train, or automobile to the closest Apple Retail Store on April 3? Then reserve your iPad for pick-up now and be sure get one when you get there!

You’ll need an Apple Online Store ID to reserve one, but my Canadian [...]

International and Want an iPad on April 3? Reserve for Pickup and Get Traveling! is a story by TiPb. This feed is sponsored by The iPhone Blog Store.

TiPb – The #1 iPhone, iPad, and iPod touch Blog

Enjoy Paris in All of Its 26-Gigapixel Glory

Having been to Paris, I can tell you that it’s a city you won’t be able to fully fathom in a week or a month — it takes a lifetime to see all the city has to offer. This was before, of course, this amazing 26-gigapixel panorama of Paris was created; it won’t replace actually visiting Paris, but with all of its amazing details, it gets pretty darn close.

Paris 26 Gigapixels is a stitching of 2,346 photos, which add up to a high-resolution panoramic view of Paris. When we say high-resolution, we mean it; the end result is a 26-gigapixel (354,159×75,570 px) interactive photo. You can move around by clicking anywhere on the image and moving your mouse, and you can zoom with your mouse wheel (alternatively, you can use the arrows and +/- keys on the keyboard).

It’s easy to get lost in this huge panorama, so Paris 26 Gigapixels features quick tours of 20 of Paris’ most impressive monuments, together with some textual information about them.

The entire project, created by Martin Loyer, Arnaud Frich and Kolor, is available in English and French; there’s also a special HD view (highly recommended), activated via an icon in the upper right portion of the page, which requires installation of an additional plugin.

Oh, and one more thing; this is one of those times when you’d want to switch to full-screen browser mode.

Tags: panorama, Paris, photo

HP and Dr. Dre Team Up for “Let’s Do Amazing” Campaign

In this week’s edition of Extreme Tech Makeover, Hewlett Packard will spend $40 million overhauling its image. Helping them do that is rapper Dr. Dre, who will appear in one of the new ad spots.

"Most people think we are just a printer company," says Michael Mendenhall, HP’s chief marketing officer. "Awareness of what we do has not kept pace with [our] expansion."

That expansion includes scooping up companies like Electronic Data Systems and 3Com, and to help push the message that HP is a multi-talented company, the $40 million "Let’s Do Amazing" ad campaign will feature several different celebrities. In the one starring Dr. Dre, the rapper talks about how HP rebuilt his PC to make his music sound better. Ad spots like this will help give the company what it lacks, which is "a real differentiation in personality and distinction."

Look for the commercials during high-traffic broadcasts, including the NCAA March Madness championship and series finales of shows like "24."

Apple iPad Wi-Fi + 3G Now Available for Pre-Order in the US

Screen shot 2010-03-12 at 8.45.55 AM

Attention US shoppers, the iPad in both Wi-Fi and 3G flavors are now available for pre-order. Just head on over to the Apple Online Store and you can arrange to have your very own iPad Wi-Fi in 16GB, 32GB, and/or 64GB shipped to you or made ready for pickup at your local Apple Retail Store [...]

Apple iPad Wi-Fi + 3G Now Available for Pre-Order in the US is a story by TiPb. This feed is sponsored by The iPhone Blog Store.

TiPb – The #1 iPhone, iPad, and iPod touch Blog

New in the App Catalog for 11 March 2010

App CatalogWhat is there to say about yesterday’s app drop? There were apps? Yes, that there were. Were there updates? Yes, plenty of those too. Were there exceedingly cool and useful apps? Well… What do you mean “Well…”? You see, we can’t get awesome every day. We can’t? No, we can’t – if we did, then awesome would cease to be awesome. It’s like trying to define a beautiful day in Hawai’i; if every day is beautiful, what makes it beautiful in relation to other days. Why are you talking to yourself in text? I… don’t know. Just look at the apps listing after the break, okay? Fine.

read more

In Depth: The tech tricks behind the world’s greatest racing games

From the arcade heyday of titles such as Atari’s Pole Position and Yu Suzuki’s sublime OutRun for Sega back in the 1980s, driving games have always been a mainstay genre in the videogame business.

2010 is certainly set to be a golden year for petrolhead gamers and fans of virtual racing, with Polyphony Digital’s epic PS3 title Gran Turismo 5 finally moving into view later this year. Bizarre Creations (of Project Gotham Racing fame) is currently putting the final touches to its intriguing arcade battle driving game Blur (due later this summer) and superbike fans are being treated to the latest critically-acclaimed MotoGP 09/10 from Capcom later this month.

MOTO gp 09/10: realistic track creation is at the heart of capcom's latest racing game

MOTO GP 09/10: Realistic track creation is at the heart of Capcom’s latest racing game

TechRadar spoke with a number of the leading developers in the genre, including Gateshead-based Eutechnyx (most recently known for last year’s SuperCar Challenge) and some of those name-checked above, to find out more about the latest technologies and development tricks and techniques that go into making ever-more realistic circuits and track-side environments.

Capcom’s new Moto GP title features highly advanced dynamic lighting and some incredible post processing effects. They really do make you feel that you’re sat astride a superbike tooling around ultra-realistic tracks at breakneck speed.

The game was also designed using a technique called dynamic colour saturation, something generally used in the best first person shooter games, which slightly intensifies the palette when you overtake a bike.

“If you’re in first place, it will conversely desaturate when you’re overtaken,” explains Capcom’s Harvey Parker, the Art Director of the new game. “It’s subtle, but added up; these visual tricks create a more immersive experience for the player.”

PLAYSTATION 3's finest: polyphony digital's much-awaited gran turismo 5 due soon

PLAYSTATION 3′S FINEST: Polyphony Digital’s much-awaited Gran Turismo 5 is due soon

Studios increasingly have to meet the high expectations of today’s players, who crave the most immersive and realistic driving experiences possible. “In a current project we are focusing a lot on the surface of a track, giving multiple areas of the tarmac specific and unique surface properties,” says Eutechnyx’s Lead Designer, Gareth Wright.

“This enables players to experience every bump and crack in the road surface. If players drive over even the thinnest join in the tarmac, they will feel it.”

Developers can now also assign specific sounds to different surfaces and coloured tarmac on the track, as well as flag certain areas to offer more or less traction, which can differ even more depending on the track’s current temperature and the weather conditions in the race.

For the Eutechnyx man, the ultimate objective is to make the player “feel like a real driver, with the ability to learn the best lines around every track, through sight, sound and feel.”

How to make the best in-game tracks

“The first thing we do when creating a new track is to liaise with Dorna – the licence holders and organizers of MotoGP,” says Capcom’s Parker. “It will send us any plans and maps that not only show the topology, but the safety features and race event logistics. As you can imagine, these are an essential first step for the artists, for accuracy of scale and object placement – such as TV cameras and team trucks.”

ATTENTION to detail: capcom's art teams visit every single track digitised

ATTENTION TO DETAIL: Capcom’s art teams visit every single track digitised

After that, the next step is for the team to visit the track during a race weekend, when Capcom sends a couple of artists down to the circuit to get an overall feel for the location.

The final rendering is based on thousands of photos of the track, along with helicopter aerial shots of the tracks provided by Dorna. “These are very useful in obtaining an overall direction of palette, geographical scaring and also things like crowd congregation,” notes Parker.

WHEELIE! don't try this at home kids...

WHEELIE! Don’t try this at home kids…

Capcom’s Pune studio in India recreates each object and building in 3D Studio MAX, while an artist in the team’s Manchester or Nottingham studios will work on the track itself, creating a spline of the track that is then raced on and improved by the design team until it is pin point accurate.

After rigorous testing and once the track terrain and objects and buildings are ready, the circuit is handed over to the team’s lighting expert, “who bakes in Lightmaps in MAX and sets the sun, light scattering, bloom, bounce lights etc, all within our game engine, live on the console.”

Many studios prefer to develop their own in-house, proprietary middleware to help them create tracks. One such team is Gateshead-based Ferrari Challenge and SuperCar Challenge developers, Eutechnyx. It uses its own in-house 3D package named Mapper 2 to create its racing tracks. Lead Designer Gareth Wright explains.

“Within Mapper 2 our artists can use a spline-based track generation tool called Track-Gen to draw a basic circuit shape and create a template very quickly. This feature eliminates the need to ‘hand-map’ the initial track template and saves a lot of time.”

REALITY mash-up: bizarre creations' blur mashes up a number of real-world locations

REALITY MASH-UP: Bizarre Creations’ Blur mashes up a number of real-world locations

Eutechnyx’s Mapper 2 software is constantly evolving and provides the developer’s art team with a lot more freedom to quickly create the initial layout of a new track. It also contains time-saving features such as auto generation of walls and barriers, lane creation, and auto base texturing, which, Wright notes, “allows the base template of even the most complex circuit to be completed accurately in around a week.”

The key benefit here is that the game’s designers and car artists can access the track very early on in the production process, getting their early car models driving around it to test out vehicle handling, as well as setting up AI paths and developing basic environment effects.

The tracks are then developed using data based on track plans, architectural blueprints, satellite imagery and thousands of ground-level and 3D photographs taken by the track team – all of which helps to create the detail and accuracy of a track (camber, height data, corner angles, road width, undulations in the road surface and so on) from the initial template.

The difference a decade makes

“After all the various objects have been built, textured and placed accurately, the track is lit, shadows are burnt in and any post-processing effects are implemented,” says Wright. “Layers of tools are in place allowing the level designs to alter the mood of the track with lighting, temperature, and atmospheric effects.”

Memory is also saved by using the lower LODs (Levels Of Detail) for sections of the track that are out of view or in the distance. As the player approaches such areas, higher LOD’s are smoothly drawn in around them, giving the gamer the illusion of being surrounded by the highest level of detail all the time. Overall, it will take a team of four to six artists anything up to eight weeks to fully complete a track.

BIRD'S eye: hockenheim, as seen from the air in supercar challenge

BIRD’S EYE: Hockenheim, as seen from the air in SuperCar Challenge

“Ten years ago there was not a lot of difference in the time taken – tracks used to take much longer to create but on the flipside did not need to – and due to constraints – were incapable of being anywhere near as impressive as they are today,” notes the Eutechnyx man. “Trees were sprites, walls re-used the same repetitive texture, and blocks of crowds were a single cut-out shape with no animation.”

Digital photos, laser scans and fan feedback

The biggest tech breakthrough in the last ten years in track digitisation has been the advent of affordable digital photography. “In the past we’d have to send films away to develop and await their return with fingers crossed, hoping we’d have all the reference we desired,” Wright recalls.

“Nowadays this initial part of track recreation is much easier, with the ability to capture thousands of images, knowing that you have exactly what you need, and upload them immediately to our 3D guys in the UK and China.”

SUPERCAR challenge: eutechynx explains how it uses its own track creation tools

SUPERCAR CHALLENGE: Eutechynx uses its own in-house track creation tools

The latest tech that racing game studios are now exploring is laser scanning. “We’re yet to conduct our first circuit scan,” says Capcom’s Harvey Parker, “but the ’stars are in alignment’ and this should be happening soon. For me, this is as exciting and progressive as digital photography was back in the day. From these scans, we are looking to obtain cloud data accurate to 3mm…it just doesn’t get better than that!”

LASER scanning: the next big tech development in track creation

LASER SCANNING: The next big tech development in track creation

Eutechnyx also makes use of the feedback from its very dedicated and vocal following of players who discuss all aspects of their favourite tracks in our own racing games and others. “This information – such as what players like and don’t like, how players of varied skills like to race, and the tracks and conditions they prefer is invaluable to us,” says Wright.

Additionally, the team uses the guys in the forums to beta test new tracks alongside the in-house QA team. “Players on the forums relish the opportunity to race the new tracks and in turn help us see areas of a circuit where players may be able to cut corners, or sections that newcomers find too difficult.”

Fun, frolics and developer jollies

While it is clear that effective track digitisation involves thousands of hours of hardcore attention-to-detail design work, there is still some fun to be had along the way and plenty of battle stories to tell the mates back home in the pub.

“We were held up by gun toting police on our way to the Nelson Piquet circuit in Rio…our hire car full of equipment and the only English the ‘law’ appeared to know was the word ‘money’”, recalls Capcom’s Harvey Parker.

“I also asked Rossi if he would swap bikes with me in Motegi Japan. I was astride a rather fetching mini fold up Japanese push bike at the time. Suffice to say I got my bike signed, but Rossi continued the season on the back of his Yamaha.”

SWAP you? want to swop your superbike for my pushbike?

SWAP YOU: Want to swap your superbike for my pushbike?

Most motorsports developers, unsurprisingly, share a passion for cars and bikes and racing games.

“We like to think of ourselves as an extension of the sport,” is how the Capcom man describes it. Rather coolly, Capcom has been able to create a number of tracks that are yet to be built in the real world – even being able to alert the construction workers to possible glitches in the track design before they are even built.

Taking those thousands of reference photos while out on location can also draw attention from passers-by, recalls Chris Downey, Lead Environment Artist at Bizarre Creations.

“We often get strange looks as we are photographing a streetlamp or trash can,” says the Blur artist. “But the funniest thing ever to happen was during a trip to LA to gather research for the game’s locations. On this particular occasion we were photographing various sections of the LA River and we received a little more attention than we could have possibly imagined.”

BIZARRE blur: project gotham racing devs' latest is out this summer

BIZARRE BLUR: The Project Gotham Racing devs ran into a spot of bother in L.A.

“While we were on a bridge taking pictures of the river below, we were unaware that next to the bridge there was a police HQ from which helicopters were taking off and landing. After a while, we noticed that one of the helicopters had been circling above us for quite some time at first from a distance but as time went on it circled closer and closer. By the time we had realised that it was us they were focusing on, three police cars came screeching up to us with their sirens blazing.

“We were then kept at the road side for around two hours while we waited for a big scary detective they had called to the scene. When he arrived we were all questioned individually. Luckily the police were eventually persuaded that we were just some people wanting to make a videogame rather than terrorists, but for some time we were worried about how it was going to unfold!”