Tuesday, August 11, 2015

IT News Head Lines (AnandTech) 12/08/2015

AnandTech



Toshiba Announces Three New NVMe SSD Families
On the eve of Flash Memory Summit (August 11-13), Toshiba has announced a full range of NVMe-based PCIe SSDs using Toshiba controllers and Toshiba MLC flash.

Toshiba NVMe Drive Families
Drive Series PX04P XG3 BG1
Form Factors and Interface PCIe 3.0 x4 HHHL /

2.5” U.2
PCIe 3.1 x4 M.2 2280 / 2.5” SATA Express M.2 2230 /

16mm*20mm soldered module "M.2 1620"
Capacities 800 GB, 1600 GB, 3200 GB Up to 1024GB Up to 256 GB
QSBC Error Correction Yes Yes No
TCG Pyrite Security No Yes Yes
Sequential Read 3100 MB/s ? ?
Sequential Write 2350 MB/s ? ?
4kB Random Read IOPS 660k ? ?
4kB Random Write IOPS 185k ? ?

For the enterprise market, the PX04P series complements the SAS-based PX04S drives announced last week. The PX04P is available as a 2.5” drive with a U.2 (SFF-8639) connector, or as a PCIe expansion card. In either case, the drive supports four lanes of PCIe 3.0 and can make good use of that bandwidth to offer up to 3.1 GB/s sequential read speeds. With an endurance rating of 10 drive writes per day it is intended for relatively write-heavy workloads.


For the high-performance client market, the XG3 is available in the M.2 2280 form factor using four lanes of PCIe 3.1, or as a 2.5” drive using the two-lane SATA Express connector. If these drives make it in to the retail channel, it means that consumers whose motherboards have a SATA Express connector but no M.2 slot will finally have an easy way to get in on the PCIe storage revolution.

For tablets and ultra-thin laptops, the BG1 is optimized for low power in very small packages. It comes as either an M.2 2230 card or a soldered-down module measuring 16mm by 20mm. The BG1's maximum capacity is only 256 GB, and given the power and size constraints it is probably not using a 4-lane PCIe connection.

The two client drive families implement support for the Trusted Computing Group Pyrite standard, a subset of TCG Opal that includes features necessary for things like secure boot but does not include encryption.


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Lenovo Launches New P50 And P70 Mobile Workstations With First Mobile Xeon Chips
Today at the SIGGRAPH 2015 Conference and Exhibition, Lenovo unveiled some new mobile workstations. The new ThinkPad P series are aimed at high-end professionals who need a lot of compute on the go. There are two models, with the P50 being a 15.6-inch version, which is a follow-on to the W541. The larger P70 features a 17.3-inch display. Both can pack some serious specifications under the hood, starting with the processor.


Both models will feature a new processor from Intel, which is going to be the first official mobile version of their Xeon line. Intel has not released much information yet, but the Intel Xeon E3-1500M v5 is going to be powering these workstations from Lenovo. While we don’t have exact frequencies yet, the v5 version is going to be based on the just released Skylake architecture, which brings a lot of new technology to the plate. Lenovo will offer the new P series with up to 64 GB of DDR4 memory, arranged in 4 SODIMM slots. One of the reasons to use Xeon is that it supports ECC memory, and these workstations leverage that for the workloads they will be expected to run Also part of the new Xeon will be Thunderbolt 3, and both models have this connectivity. We're not sure yet if Thunderbolt is built into the Xeons, or if something like the Aipine Ridge as an IO controller for this.

On the GPU side, Lenovo has included a Quadro card, however the exact model is not known yet.

There is also up to 1 TB of PCIe SSD storage available, and up to a 2 TB hard drive. In addition to the Thunderbolt, there will also be HDMI 1.4, mini DisplayPort 1.2, ExpressCard, SDXC, and of course what workstation would not have Gigabit Ethernet, so the P Series has this as well.

Wireless is a new card from Intel as well, with the Intel 8260 card which is an 802.11ac model, and Lenovo will be offering it with Bluetooth 4.1 and vPro as well. For those that need connectivity on the go, Lenovo is offering a Sierra EM7445 LTE-A option as well.

Lenovo P Series Mobile Workstations
P50 P70
CPU Intel Xeon E3 1500M v5

Quad-core Skylake

~47W TDP
GPU NVIDIA Quadro

Model number unknown
Memory Up to 64 GB DDR4-2133 ECC
Storage Up to 1TB PCIe SSD

Up to 2TB HDD
Display 15.6" 1920x1080 IPS w/optional touch

Optional 3840x2160 IPS

X-Rite Pantone Color Correction
17.3" 1920x1080 IPS w/optional touch

Optional 3840x2160 IPS

X-Rite Pantone Color Correction
Ports USB 3.0 x 4

Mini DP 1.2

HDMI 1.4

Thunderbolt 3

Docking Connector

Smart Card Reader

ExpressCard

SDXC

Headset
Networking Intel 8260 Wireless-AC 802.11ac WiFi

Bluetooth 4.11

Optional vPro

Gigabit Ethernet

Sierra EM7445 4G LTE-A
Dimensions H: 0.96-1.02" (24.5-25.9 mm)

W: 14.86" (377.4 mm)

D: 9.93" (252.3 mm)
H: 1.17-1.2" (29.9-31.5 mm)

W: 16.4" (416 mm)

D: 10.8" (275.5 mm)
Weight Starting at 5.6 lbs (2.5kg) Starting at 7.6 lbs (3.4 kg)
Battery Life 4 Cell 66 Whr

Optional 6 Cell 90 Whr
8 Cell 96 WHr
Price $1599+ $1999+

Other than the larger display, the P70 can also be had with a DVD-RW drive, but hopefully but the time it launches they will at least offer Blu-ray as an option.

Speaking of the displays, Lenovo has packed some pretty impressive sounding displays into both models. The P series will offer a 1920x1080p as the base, with optional touch, and there is also a UHD 3840x2160 IPS offering as well. All of the panels are IPS models, and Lenovo has turned to X-Rite to offer Pantone color calibration out of the box, and over the lifetime of the device.


The P series can be had with a good choice of operating systems too, from Windows 10 Pro, Windows 8.1 Pro, or downgrade rights to Windows 7 Professional. If you need Linux for your workstation, they will also be offering Ubuntu and RHEL.

Gallery: Lenovo P Series

These MIL-SPEC tested and ISV Certified professional workstations will be available in Q4 2015 with the P50 starting at $1599, and the P70 starting at $1999.

Source: Lenovo


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Qualcomm Launches Snapdragon 616, 412, and 212
Today, Qualcomm launched a set of new SoCs, namely the Snapdragon 616, 412, and 212. These are updates to the Snapdragon 615, 410, and 210 respectively.

If you were to guess that these are relatively minor updates, you’d be right. First off, the Snapdragon 616 leaves the 615 mostly unchanged, with the top clockspeed of the little cluster jumping from 1 GHz to 1.2 GHz. However it should be noted that there are iterations of the 615 with a 1.11 GHz little cluster clock as well.

Qualcomm's SoC Refresh Lineup
Snapdragon 616 Snapdragon 412 Snapdragon 212
Manufacturing Process 28nm LP 28nm LP 28nm LP
CPU 4 x ARM Cortex A53 @ 1.7GHz

4x ARM Cortex A53 @ 1.2GHz
4 x ARM Cortex A53 @ 1.4GHz 4 x ARM Cortex A7 @ 1.3GHz
ISA 32/64-bit ARMv8-A 32/64-bit ARMv8-A 32-bit ARMv7
GPU Adreno 405 Adreno 306 Adreno 304
H.265 Decode Yes (1080p) Yes (720p) Yes (1080p)
Memory Interface 32-bit LPDDR3-800 32-bit LPDDR2/3-600 32-bit LPDDR2/3-533
Integrated Modem 9x25 core, LTE Category 4, DC-HSPA+, DS-DA 9x25 core, LTE Category 4, DC-HSPA+, DS-DA 9x25 core, LTE Category 4, DC-HSPA+, DS-DA
Integrated WiFi Qualcomm VIVE 802.11ac 1-stream 802.11n 1-stream 802.11n 1-stream
eMMC Interface 4.51 4.51 4.5

Meanwhile the Snapdragon 410 to 412 upgrade is a bit bigger, with the single cluster of A53s going from 1.2 GHz to 1.4 GHz and the memory interface going from a max of 533 MHz to 600 MHz. The Snapdragon 210 to 212 upgrade on the other hand is similar to the 615 to 616 upgrade, with the single cluster of A7s going from 1.1 to 1.3 GHz and are otherwise unchanged.

Overall it’s a bit unfortunate that none of these SoCs have made the move from a traditional polySiON gate oxide to a high-k metal gate process yet. However I suspect that in these lower tiers even the cost of HKMG would dramatically affect competitiveness and price.

Finally, at this point it's unclear when these new variants will begin shipping, but it’s likely that this part is sampling now. Which means that devices with these new SoCs should be available before the end of the year.


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Google Reorganizes Into Alphabet: Sundar Pichai is CEO of Google
Today, Google announced that they will undergo reorganization to better represent the growth that the company has seen in the past few years. As a result, Google the company will be now branded as Alphabet.

The big news here is that Google the internet services company will become one subsidiary of the larger Alphabet company - and said subsidiary still operating under the name Google - with the goal of better seperating Google's core business from what are now Alphabet's more experimental, far flung ventures. Consequently this change will see current parts of Google like X labs, Calico, Life Sciences, and other ventures shifted over to Alphabet. Meanwhile web services and software like Android, Maps, and Gmail will remain under the Google brand.

Organizationally, Larry Page will remain CEO of this reorganized company, and Sergey Brin will be President. Sundar Pichai will also be CEO of the new Google. Google stock is also immediately being converted over to Alphabet stock, and going forward Alphabet will be the reporting company, however Google-the-subsidiary results will be broken down and reported as part of Alphabet's results.

Ultimately it remains to be seen what effects this will have on the Google that we’ve known for the past few years. However given that the management structure has remained relatively constant in this move I suspect that business will continue on as usual.


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OpenGL @ SIGGRAPH 2015: OpenGL ES 3.2 & OpenGL Extensions Announced
Kicking off this week in Los Angeles is SIGGRAPH 2015, the computer graphics industry’s annual professional conference. As the biggest graphics event of the year this show has become the Khronos Group’s favorite venue for delivering news about the state and development of OpenGL, and this year’s show is no exception. This week will see Khronos delivering news on both OpenGL and OpenGL ES, along with the formation of the OpenGL SC 2.0 working group.

OpenGL ES 3.2


Starting things off, we have the announcement of OpenGL ES 3.2. The latest version of OpenGL’s embedded variant is receiving a new revision this week, bringing the API up to version 3.2.


With OpenGL ES 3.2, Khronos will officially be rolling the feature set of the Android Extension Pack into the core API. Until now these features have been available as optional extensions – which Google conveniently rolled into the AEP for Android developers – as not all original GPUs capable of supporting OpenGL ES 3.1 could also support the AEP, preventing those features from being rolled into OpenGL ES core.

Via these features, OpenGL ES 3.2 will bring support for tessellation, geometry shaders, compute shaders, and ASTC texture compression in to the core OpenGL ES standard. These are major features already found in desktop GPUs for some number of years now, and these days are found in all of the major mobile GPUs as well. Of particular interest here, this means that ASTC is finally part of the OpenGL ES core standard, and while it will take some time to filter out to new OSes and devices, this finally solves the problem with the lack of a standard texture compression format in the mobile space.

Meanwhile, as Khronos likes to note in their announcement, the inclusion of these features brings mobile GPUs much closer to parity with their desktop counterparts. At this point there are very few major OpenGL 4.x class (DirectX 11) features not accounted for in mobile GPUs in some form, so the gap between mobile and desktop has been further closed. And of course this means developers can push the envelope even harder on certain classes of graphical effects – especially geometry and compute-based physics simulations – though on a smaller scale more fitting of mobile hardware.

As far as OS support goes, Khronos and Google are also announcing today that OpenGL ES 3.2 will be adopted by a future version of Android – presumably 2016’s Android release – at which point OpenGL ES 3.2 will have effectively supplanted the AEP. Meanwhile we haven’t heard anything from the Apple camp about OpenGL ES in some time. iOS never received OpenGL ES 3.1 support, and with Apple gung-ho on Metal there’s no immediate reason to believe this will change with OpenGL ES 3.2.

OpenGL SC 2.0


Along with the release of OpenGL ES 3.2, Khronos is also announcing that they are forming a working group for OpenGL SC 2.0, which will be based on OpenGL ES 3.


OpenGL SC is a little-known subset of OpenGL ES that is focused on what Khronos and its members call “safety critical” systems, such as automotive and avionics systems. OpenGL SC in turn is essentially a trimmed down version of OpenGL ES that removes some of OpenGL’s flexibility in order to allow easier driver validation and ultimately more reliable operation than what is accepted for OpenGL ES.

OpenGL SC was originally created in 2005 and based off of Open GL ES 1.0, the last fixed function version of OpenGL ES. With even time-tested hardware now well outstripping the capabilities of OpenGL SC 1.0, Khronos is forming a new working group to develop OpenGL SC 2.0. 2.0 in turn will be taking OpenGL GL ES 3.x and stripping it down in a similar manner as the original specification in order to produce a pared down version of the API that is more up to date. Khronos is looking to release OpenGL ES 2.0 in 2016.

Desktop OpenGL: No New Version, But New Extensions


Finally, on the desktop OpenGL front, Khronos will not be announcing a new version of OpenGL this year, making this the first SIGGRAPH in several years where Khronos doesn’t update their venerable graphics API. Citing that OpenGL has largely caught up with desktop hardware as of OpenGL 4.5 – and with attention no doubt split by Vulkan – the consortium is instead going to release several new extensions to unlock new features. These extensions represent features that are expected to be useful for developers and worth having under Khronos control, but are not universally supported by all desktop hardware, making their inclusion into an OpenGL core standard a thorny issue.


Of particular interest on these extensions, one of the extensions will add support for multi-threaded shader compilation in OpenGL, with the goal of cutting down on loading times on shader-heavy workloads. Improved 64-bit integer support will also be coming to OpenGL as part of this extension set; 64-bit integers are still fairly rare in graphics workloads, but with many GPUs now supporting them, there are times where the extra precision is useful. And last but not least of course, as has been the case for the last few iterations of OpenGL, there will also be extensions to enable full OpenGL ES 3.2 interoperability, primarily to support developers in creating OpenGL ES applications.

Though it is interesting to note that some of the latest GPU features as exposed by Direct3D feature level 12_1 aren’t included in the extension sets, such as conservative rasterization. Right now a lot of resources are going into developing Vulkan, and while Khronos is committed to continuing to develop OpenGL separate from Vulkan, it may be that more extensive feature additions for OpenGL will have to wait until after Vulkan is done, and/or after all three major desktop vendors support these latest features.


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Google Redesigns Hangouts for Android With Version 4.0
Today Google shipped a major update to their Hangouts application for Android. Ever since Hangouts for iOS was updated to 4.0 a little over a month ago Android users have been waiting for the update to make its way to Android. This update has been in the pipeline for quite some time, and it comes with a comprehensive redesign that brings the Hangouts app in line with Google's Material Design visual guidelines.

Visually, Hangouts 4.0 for Android is very similar to what shipped on iOS a little while ago. This isn't surprising, as Google's applications for iOS use their Material Design principles heavily. There are a few small differences, such as the spacing of the quick access buttons underneath the message input field, and the calling controls not being hidden behind the three dot overflow menu, but the overall appearance is the same. The appearance is definitely a departure from the previous design which had a strange dual list design which was separated into two tabs.

On top of the redesign, Google claims that Hangouts 4.0 has noticeable improvements to performance, reliability, and battery consumption. I personally have never had many issues with Hangouts on Android, but any improvements to performance are always welcomed.

Hangouts 4.0 is currently rolling out in stages, and users can expect to receive the update in the near future if they haven't already.


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Vulkan Status Update: Will Use Feature Sets, Android Support Incoming
Along with updates on OpenGL, Khronos is also offering a status update on the development of Vulkan at this year’s SIGGRAPH show. Khronos’s next-generation low-level API was announced last year, with further development taking off this year when it was announced at the API would be absorbing Mantle 1.0 and would operate under its current fiery name. The API is still in development, but Khronos has a few new pieces of information to share on the progress of development.

Vulkan Feature Sets


First and foremost, there has been a bit of speculation over how Vulkan would manage being a low-level API for both mobile and desktops, and Khronos is finally answering those questions. In the OpenGL ecosystem, new features would be exposed as optional extensions, and then standardized through core releases (e.g. OpenGL ES 3.2). Due to the factors that resulted in the creation of OpenGL ES, this was never a huge problem for either branch of OpenGL since each could be scoped as appropriate and integrated separately. However with Vulkan there is now just one API, and such a coarse approach would imply limiting Vulkan to just the features mobile GPUs could support, or making even more extensive use of extensions.


To that end, today Khronos is announcing that Vulkan will support defined feature sets in order to help simplify application development and to more readily support mobile and desktop hardware under the same API. Feature sets, as implied by the name, will be groupings of features that will be advertised under a single feature set name, with the idea being that developers will build their programs against a handful of feature sets instead of a massive combination of individual extensions or capability bits (though developers can still use individual features if they’d like). Feature sets are nothing new to desktop graphics, with Microsoft’s DirectX standard having supported them since DirectX 11 in 2009.

While Khronos is announcing that Vulkan will support feature sets, they are not announcing the individual feature sets, and for good reason. In traditional Khronos consortium fashion, Khronos is going to leave the feature set definitions up to the platform holder rather than define those sets themselves. This means that it will typically be the OS developer defining the feature sets, as will be the case on Android. However because Khronos is leaving this up to the platform holder, for holders who opt not to define feature sets for their Vulkan-enabled platforms, Khronos will step in and define those feature sets. In other words platform holders get first dibs, but either way someone will take on the task of defining the feature sets.

Practically speaking, this means that while Android’s feature set will be defined by Google and one can expect SteamOS’s to be defined by Valve, Windows’ feature set will be defined by Khronos. Microsoft is a member of the Khronos consortium and could define it, however Microsoft has taken a hands-off approach on Khronos’s graphics APIs in recent years – presumably in favor of focusing on DirectX – so we’re not expecting to see Microsoft make those definitions. Feature definitions have always been a weak point of the Khronos consortium structure, so giving platform holders the right of first refusal will allow holders such as Google to break the deadlock of the consortium and dictate what features will be supported on Android. Otherwise Khronos will be able to get the job done, though one would expect not without the traditional politics of the consortium.

Vulkan Feature Set Definitions
Platform Expected To Be Defined By
Android Platform Holder - Google
SteamOS Platform Holder - Valve?
Linux Khronos?
Windows Khronos (Platform holder Microsoft is anticipated to decline)

Android Support


Speaking of Android, along with announcing their support for OpenGL ES 3.2 today, Google is also announcing that they will be supporting Vulkan in a future release of Android. As with OpenGL ES 3.2, no specific timeline or version of Android is mentioned, though it’s a safe bet that it will be the 2016 release. Android has traditionally heavily relied on OpenGL ES, and with Google sewing further ties with Khronos with the Android Extension Pack, it’s not surprising that Android will include support for Vulkan in order to bring low-level graphics programming to the ecosystem’s developers.


Apple, for what it’s worth, has been absent from the Khronos announcements. As the company is pushing Metal on both mobile and desktop, it looks unlikely that they will be adopting Vulkan any time soon. In which case Vulkan wouldn’t quite match OpenGL ES 3.0’s universal reach due to Apple’s reliance on proprietary APIs.

Vulkan Conformance Tests Will Be Open Source


Meanwhile on the testing and validation front, Khronos is announcing that they are teaming up with Google and the Android Open Source Project to release the Vulkan conformance tests as as open source tests. The tests themselves are being developed by Khronos members and contractors, with the Khronos/ASOP connection coming in to provide the frameworks. The tests themselves are portable to other platforms – Khronos made this point very clear in our briefing – but partnering up with Google helps Khronos get the tests out there sooner and to fulfil their open source goals.


ETA: Late 2015


Finally, Khronos is also offering a bit more guidance on when to expect the first revision of Vulkan. Khronos’s goal for the specification is to release it by the end of the year, which means they should be wrapping up development of the specification soon. Meanwhile driver/runtime development has been occurring concurrently with the development of the specification, which means that the first drivers will be ready at the same time. Khronos does require that there are working implementations before a specification is released to production, so with any luck Vulkan will be ready as a development target and for early end-user testing by the end of 2015.


Update: And speaking of Vulkan's ETA, there are multiple Vulkan demos on the SIGGRAPH showfloor, demonstrating the API and the current status of vendor implementations. First out of the gate is Imagination, showing off a demo running on Android.



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ASRock Rack C2750D4I and U-NAS NSC-800: A DIY File Server
Small businesses and power users often need the flexibility offered by a file server when compared to a dedicated NAS. This is where storage servers based on Microsoft's Windows Server offerings and systems based on Red Hat or Ubuntu Linux distributions come into play. These servers can be bought as an appliance or assembled in a do-it-yourself (DIY) fashion. Today, we will be looking at the latter approach using as ASRock Rack C2750D4I Intel Avoton mITX motherboard in a 8-bay U-NAS NSC-800 chassis.


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Skylake CPU Package: Mini-Analysis
As a short side piece from our in depth review on Intel's 6th Generation Core processors, codename Skylake, the well-known overclocker Splave has posted some very interesting images on the processor itself. We confirmed we are free to use the pictures below from him.



Image from Splave

First up is an image of the Skylake i7 silicon die on package. With our trusty interpolation measuring skills, the die area for the GT2 enabled quad core system comes out at 9.05 mm by 13.52 mm, or 122.4 square mm. Let's put this into perspective with other dies:

CPU Specification Comparison
CPU Process

Node
Cores GPU Transistor

Count

(Schematic)
Die Size
Intel Skylake GT2 4C 14nm 4 GT2 ? 122.4mm2
Intel Broadwell-H GT3e 4C 14nm 4 GT3e ? ?
Intel Haswell-E 8C 22nm 8 N/A 2.6B 356mm2
Intel Haswell GT2 4C 22nm 4 GT2 1.4B 177mm2
Intel Haswell ULT GT3 2C 22nm 2 GT3 1.3B 181mm2
Intel Ivy Bridge-E 6C 22nm 6 N/A 1.86B 257mm2
Intel Ivy Bridge 4C 22nm 4 GT2 1.2B 160mm2
Intel Sandy Bridge-E 6C 32nm 6 N/A 2.27B 435mm2
Intel Sandy Bridge 4C 32nm 4 GT2 995M 216mm2
Intel Lynnfield 4C 45nm 4 N/A 774M 296mm2
AMD Trinity 4C 32nm 4 7660D 1.303B 246mm2
AMD Vishera 8C 32nm 8 N/A 1.2B 315mm2


This makes Skylake the smallest die size for a quad core desktop processor from Intel we have seen, and that is including the integrated graphics in that calcualtion. Depending on the exact architectural details, previously in Haswell the die area was a near even split for cores and graphics after the L3 cache and IO functions (PCIe, Memory, DMI) were removed.

We won't know exact transistor numbers until they are disclosed at Intel's Developer Forum in mid-August, as well as a false color image die shot to show how much die area the main parts of the architecture are using. Although given the similarity to Haswell in terms of feature set (it seems to be similar with a few minor additions such as fixed function units, slightly different libraries, dual memory channels, DMI 3.0, etc.), if we take the number of transistors that GT2 Haswell had (1.4 billion) and put them in the die area we measure from the image, this comes out to a 11.4 million transistors per mm2.

Die size aside, Skylake also has a substantially thinner package than Devil's Canyon:



Image from Splave



Image from PCWatch

According to PCWatch, the package thickness of the Core i7-4770K is 1.1mm, compared to 0.8mm for Skylake. This is a direct result of using fewer PCB layers, and here we count five for Skylake and eight for Haswell.

There could be several reasons for this. The removal of the fully integrated voltage regulator (FIVR) might reduce the number of PCB layers for power planes. The nature of the 14nm die might facilitate a thinner package as well. The cynical answer is that it is used to drive down cost. In the motherboard industry, a PCB with more layers is substantially more expensive but simplifies design when there are more features - there's also a side argument if more layers or fewer layers is better for overclocking. If we transplant this thinking to the processor, it becomes a balance of cost vs. complexity. Either way, the retail price of the processor is still relatively consistent with the previous iterations. Another thought to add to the mix would be if Intel has plans in the works to launch higher end processors based on Skylake (Kaby Lake?) in the future. The slight change in Intel's processor naming scheme (4770K to 6700K, as in 70K to 00K) also points to the potential move later in the lifetime of the product. The only hint in the naming scheme from Intel is that the 'processor numbering reflects that these processors belong to the 6th Gen Intel Core family'.

The thinness of the package has implications for removing the lid/heatspreader of the processor as well. Splave notes that previous heatspreader methods involving force, such as vices that were common during Haswell's tenure, may not be appropriate due to the thinness of Skylake. Splave shows an image of a failed attempt by another user on a Skylake CPU:



Image from Splave

Instead, a razor method (and something warm such as a hairdryer or the bean bags that iFixit uses to warm up glue in smartphones to take them apart) to cut through the black adhesive between the package and the IHS is suggested and it what was used for the CPU above. As there are no FIVR resistors to worry about on the top of the package, the first resistance a razor blade will encounter after the black adhesive is the silicon die itself. All that being said, over at PCWatch they successfully have used a vice method.



Image from Splave

Interestingly the heatspreader for Skylake is heavier than that from Haswell by nearly 20%, moving up from 22g to 26g. Given the copper mass that usually sits on a high end processor this should not matter much, although basic aluminium coolers might see a small benefit here by virtue of the minor extra mass. This might also just be that the mounting requirements for Haswell and Skylake are the same, and the extra mass comes from the added z-height required to maintain the mounting as before.

So why are we talking about removing the heatspreader? Back with Haswell (as well as Ivy Bridge to a degree), it was discovered that the thermal interface material between the silicon die and the heatspreader was both an insufficient amount and lower quality than previous generations, as well as the heatspreader being far away from the CPU due to the black adhesive, causing more air bubbles and poorer heat transfer than is optimal. For a stock processor, this difference has little effect to the use of the system, but for overclockers it meant that they were more thermally limited than silicon limited with their overclocking.



Image courtesy of Idontcare

Devil's Canyon changed that - here was a better binned Haswell processor with a higher quality package, giving a ten degrees cooler system at load. It is worth noting that previously on certain platforms Intel had been providing a mixed metal interface (generalized as a soldered interface) between the silicon and the heatspreader, which is the best but most expensive option. If the cost of the interface is reduced by 0.1 cents, then that's a significant saving on millions of processors. Devil's Canyon was a small subset of sales, so spending that extra for that specific crowd could be seen as beneficial to Intel's perspective by overclockers.



Image from PCWatch

To paraphrase Splave again, he comments that the thermal paste (TIM)o n his Skylake is certainly worse than that of Devil's Canyon. If the extra mass on the IHS is coming from a taller heatspreader (by virtue of the smaller package substrate), then more TIM is needed otherwise there will be substantial air bubbling of the TIM between the CPU and the heatspreader. By replacing his own thermal paste and resecuring the heatspreader, he saw an 18°C drop in temperatures at his highest air overclock with the old paste (5.1 GHz at 1.48 volts) - from 96ºC that overheated to 78ºC on the warmest core. An 18°C drop is immense. Under those conditions, and based on rough testing not published in our Skylake review, it could equal another 100-400 MHz depending on the quality of the processor. PCWatch confirms that switching out the paste with CoolLaboratory’s Liquid Pro (a liquid metal adhesion interface) reduced temperatures at 4.6 GHz from 88ºC to 68ºC



Image from PCWatch

This throws up some questions - is this just a result of design decisions for cost, or is there a Devil's Canyon type processor coming later in the design cycle?

Source: Overclock.net, PCWatch


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Intel Quietly Launches Mobile Xeons: Skylake Based E3-1500M v5
In a rather understated blog post, Intel made an interesting move at the end of last week by announcing that for the first time the Xeon platform is heading for mobile workstation platforms.

When I first heard this, I thought ‘wait, is it not already?’, given that I have seen laptops with Xeon processors in the past. The fact of the matter is that those previous platforms relied on desktop processors (either socketed or soldered) from the high end line and were only ever found in custom designs such as those from Clevo or Eurocom which promoted a more modular concept.  As a result, these systems were typically heavy, demanding, and featuring more cores/cache/TDP than was expected for a laptop. We also saw consumer processors for notebooks with vPro, but these were typically not ECC memory verified. Intel’s announcement today changes this.

With specific mobile processors going Xeon, Intel can forge (with OEMs) a line of workstations that are more akin to the ultrabooks and notebooks we already see in the market but with certified professional level features. Intel is stating that by default all E3-1500M v5 processors will have vPro (which was to be expected) as well as Thunderbolt 3 using Type-C and access to ECC memory. So it does not become hard to imagine a professional version of the Dell XPS 13 or a MacBook / MacBook Professional type device that looks like a Core-M or a 15W clamshell with Thunderbolt 3, and/or ECC memory, while also having hardware-assisted security and ISV workstation level certification. It is our understanding we might expect announcements on specific products from manufacturers in the coming weeks.

This announcement does not give details about what types of processors (if they might be dual core, quad core, or have eDRAM) will be coming to the market, only that the mobile workstation market (according to IDC’s most recent report) has showed its sixth straight quarter of year-over-year growth which is a big pointer into the decision to release Xeon on mobile. We will be getting more details as time progresses – with Intel’s Developer Forum conference a week away, we may hear something then.

Source: Intel


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