
Kinesis Advantage Review: Long-Term Evaluation
Round two of our ergonomic keyboard coverage brings us the Kinesis Advantage. Earlier this year, I reviewed the TECK—the Truly Ergonomic Computer Keyboard—one of the few keyboards on the market that combines an ergonomic layout with mechanical Cherry MX switches. As you’d expect, that review opened the door for me to do a couple more ergonomic keyboard reviews.
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Razer Blade 14-Inch Gaming Notebook Review
While their 17" gaming system has seen steady and incremental improvement, new to the Razer lineup is a notebook with all of the gaming performance in a remarkably slim 14" chassis. Could this be even better than the full size Razer Blade Pro?
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Gigabyte Haswell Motherboard Giveaway
Hot on the heels of Intel's Haswell launch, Gigabyte was kind enough to share two of its flagship 8-series motherboards to give away to some lucky AnandTech readers. Today's giveaway includes one Gigabyte G1.Sniper 5 and one Z87X-OC.
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Windows 8.1 and VS2013 bring GPU computing updates to Direct3D and C++ AMP
Windows 8.1 is bringing a new incremental update to the driver model to WDDM 1.3, which will enable incremental new GPU computing functionality. One of the important pieces is the ability to "map default buffer" (which I will call as MDB), which should be particularly interesting for compute shaders running on APUs/SoCs which combine CPU and GPU on a single chip.
We can explain the feature as follows. In a typical discrete card, GPU has it's own onboard graphics memory. The application allocates memory on the GPU buffer, and the shaders read/write data from this memory. The buffers allocated in GPU memory are called "default buffers" in Direct3D parlance. Let us assume the GPU shader has written some output that you want to read on the CPU. Currently this is done in multiple stages. First, the application allocates a "staging buffer", which is allocated by the Direct3D driver in a special area of system memory such that the GPU can transfer data between the GPU default buffers and staging buffers over the PCI Express bus efficiently. GPU copies the data from GPU buffer to the staging buffer. The CPU then issues a "map" command that allows the CPU to read/write from the staging buffer. This multi-stage process is inefficient for APUs/SoCs where the GPU shares the physical memory with the CPU. In Direct3D 11.2, the staging buffer and the extra copy operation will no longer be required on supported hardware and the CPU will be able to access the GPU buffers directly. Thus, MDB will be a big win for many GPU computing scenarios due to the reduced copy overhead on APUs/SoCs.
Intel recently rolled it's own extension called InstantAccess for Haswell. My understanding is that InstantAccess is a bit more general than MDB because InstantAccess allows mapping of textures as well as buffers whereas D3D 11.2 only allows mapping of default buffers but not textures. Extensions similar to MDB are also common in OpenCL. Both Intel and AMD allow the CPU to read/write from OpenCL GPU buffers. In addition, Intel and AMD also expose some ability for the GPU to read/write from preallocated CPU memory which afaik is not allowed in Direct3D yet. The efficiency of different solutions is still a question that we don't know much about. For example, AMD's OpenCL extension allows the CPU to access GPU memory on Llano, but the CPU reads the data from GPU memory at a very slow speed while writing the data is still pretty fast.
At this time, there is no official confirmation about which hardware will support MDB. My expectation is that MDB will likely be available on all recent single chip CPU/GPU systems such as AMD's Trinity and Kabini as well as Intel's Haswell and Ivy Bridge. AMD has already rolled out WDDM 1.3 drivers but curiosly those do not work on Llano and Zacate APUs so I am a little pessimistic about whether those APUs will support this new feature. Microsoft for its part only stated that they expect it to be "broadly available" once WDDM 1.3 drivers are rolled out. I will update the article when we get official word from the vendors about the hardware support status.
Apart from MDB, Microsoft has also added support for runtime shader linking. This will be quite useful for both compute and graphics shaders. The idea is that one can precompile functions in the shader before hand and ship the compiled code, while linking can be done at runtime. Separate compilation and linking has been available under CUDA 5 and OpenCL 1.2 as well. Runtime shader linking is a software feature and will be available on all hardware on Windows 8.1.
C++ AMP, Microsoft's C++ extension for GPU computing, has also been updated with the upcoming VS2013. I think the biggest feature update is that C++ AMP programs will also gain a shared memory feature on APUs/SoCs where the compiler and runtime will be able to eliminate extra data copies between CPU and GPU. This feature will also be available only on Windows 8.1 and it is likely built on top of the "map default buffer" as Microsoft's AMP implementation uses Direct3D under the hood. C++ AMP also brings some other nice additions including enhanced texture support and better debugging abilities.
In addition to compute, Microsoft also introduced a number of graphics updates such as tiled resources but we will likely cover those separately. More information about Direct3D changes can be found in preliminary docs for D3D 11.2 and a talk at BUILD.
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Huawei Snags Former Nokia China President
Colin Giles was critical to Nokia's growth during its golden era, jumped ship during slide
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Lumosity Ranks "Smartest" and "Dumbest" Cities in America
Data from over 3 million users helped build picture of local brainpower
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Apple Backs up "Green" Promises With New Data Center Solar Farm
Farm will help power the section of the grid responsible for powering Apple's Nevada data center
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Sprint Hit with $300 Million Lawsuit for Alleged New York Tax Fraud
Sprint plans to file an appeal
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Detroit Automakers Vie for App Devs Amid Infotainment Arms Race
The car is the latest smart device
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RIP AltaVista: 1995-2013
A failed IPO, a mess of different owners and failure to innovate killed the search engine
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Quick Note: Grand Theft Auto V to Require 8GB Install on Xbox 360, PS3
Grand Theft Auto V to ship with two discs
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New "Wi-Vi" System Uses Motion Sense to "See" Through Walls
It could be used in rescue missions, police searches and even video games
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UPDATED: White House Petition Aims to Allow Direct Sales of Tesla Vehicles in 50 States
It's less than 10,000 signatures away from a White House response
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7/2/2013 Daily Hardware Reviews
DailyTech's roundup of reviews from around the internet for Tuesday
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Canon Unveils EOS 70D D-SLR With Integrated Wireless, Enhanced Video Recording
New D-SLR offers nice features for mid-range shoppeers
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Available Tags:Gaming , Notebook , Gigabyte , Windows 8 , Windows , GPU , C++ , Nokia , Apple , Xbox , PS3 , Motion , Hardware , Canon ,





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