[HN Gopher] The Snapdragon 855's iGPU
       ___________________________________________________________________
        
       The Snapdragon 855's iGPU
        
       Author : ingve
       Score  : 172 points
       Date   : 2024-05-02 07:58 UTC (15 hours ago)
        
 (HTM) web link (chipsandcheese.com)
 (TXT) w3m dump (chipsandcheese.com)
        
       | jimmySixDOF wrote:
       | Nice. Should probably include the year in the title (2019?) but
       | it's interesting to me because even the latest 2024 XR2+ Gen2 is
       | based on the Snapdragon 865 with almost the same iGPU which may
       | mean there is a technical benefit (vs just extra cost) from not
       | using the newer 888s
        
         | helf wrote:
         | The year is... He posted it yesterday lol.
        
         | crest wrote:
         | Did you read the date of publication of the article benchmarks
         | or did you just blindly assume the author published them on the
         | day the embargo on publishing benchmarks for the chip fell?
        
         | TehCorwiz wrote:
         | I'm not disputing your suggested date, but I can't find it
         | anywhere in the article. Can you explain where you got it?
        
           | adrian_b wrote:
           | The article is new, only the tested CPU+GPU is from 2019.
           | 
           | Snapdragon 855 was indeed the chipset used in most flagship
           | Android smartphones of 2019. I have one in my ASUS ZenFone.
           | 
           | Based on the big ARM cores that are included, it is easy to
           | determine the manufacturing year of a flagship smartphone.
           | The cheaper smartphones can continue to use older cores. Arm
           | announces a core one year before it becomes used in
           | smartphones.                 Cortex-A72 => 2016
           | Cortex-A73 => 2017       Cortex-A75 => 2018       Cortex-A76
           | => 2019 (like in the tested Snapdragon 855)       Cortex-A77
           | => 2020       Cortex-X1 => 2021       Cortex-X2 => 2022
           | Cortex-X3 => 2023       Cortex-X4 => 2024
        
             | jamesy0ung wrote:
             | I didn't realise the cores in the Pi 5 were 4 years old
             | already. Surely if some vendor like qualcomm or mediatek
             | released a sbc with decent software and recent cores, they
             | could sweep the floor.
        
               | nsteel wrote:
               | They are 16nm, so yeh, "old". Newer tech means a newer
               | node and considerably more expensive. At which point, why
               | are you buying an SBC over some small intel/amd thing?
        
       | netbioserror wrote:
       | iGPUs have climbed high enough that they are overpowered for
       | "normal" tasks like video watching and playing browser games.
       | They can even do 1080p 60 FPS gaming to a decently high standard.
       | And we've already proven via ARM that RISC architectures are more
       | than ready for everything from embedded to high-power compute.
       | What happens when iGPUs get good enough for 1440p 120 FPS high-
       | end gaming? Game visuals have plateaued on the rasterization
       | front. Once iGPUs are good enough, nobody will have much reason
       | to get anything other than a tiny mini PC. The last frontier for
       | GPUs will be raw supercomputing. Basically all PCs from there on
       | out will just be mini machines.
       | 
       | The next few years will be very interesting.
        
         | jsheard wrote:
         | Memory bandwidth is the major bottleneck holding iGPUs back,
         | the conventional approach to CPU RAM is absolutely nowhere near
         | fast enough to keep a big GPU fed. I think the only way to
         | break through that barrier is to do what Apple is doing - move
         | all of the memory on-package and, unfortunately, give up the
         | ability to upgrade it yourself.
        
           | resource_waste wrote:
           | The problem is there is still a limit. There is a reason we
           | have GPUs.
           | 
           | I genuinely can't figure out if Apple has a point, or is
           | doing something quirky so they can overcharge outsiders.
           | 
           | Given 0 other companies are really investing resources and
           | Nvidia is the giant, I'd guess its the later. I see too many
           | reddit posts about disappointed CPU LLM users who wanted to
           | run large models.
        
             | jsheard wrote:
             | > I genuinely can't figure out if Apple has a point, or is
             | doing something quirky so they can overcharge outsiders.
             | 
             | Well, Apple was already soldering the memory onto the
             | motherboard in most of their Intel machines, so moving the
             | memory on-package didn't really change their ability to
             | gouge for memory upgrades much. They were already doing
             | that.
        
             | faeriechangling wrote:
             | Apple using a 512-bit memory bus on its Max processors is
             | indeed the future of APUs if you ask me.
             | 
             | AMD is coming out with Strix Halo soon with a 256bit memory
             | bus, on the high end we're also seen the niche ampere
             | platform running Arm CPUs with 576-bit buses. PS5 uses a
             | 256-bit bus and Series X a 320-bit bus, but they're using
             | GDDR instead of DDR which increases costs and latency to
             | optimise for bandwidth but there's no reason you couldn't
             | design a laptop or steam deck that did the same thing. AMD
             | has their MI300X which is using 192gb HBM3 over a 8192-bit
             | bus.
             | 
             | I don't think it's just apple going this way, and I do
             | think that more and more of the market is going to be using
             | this unified approach instead of the approach of having a
             | processor and coprocessor separated over a tiny PCIe bus
             | with separate DDR/GDDR memory pools. With portable devices
             | especially, more and more every year I struggle to see how
             | the architecture is justified when I see the battery life
             | benefits of ridding yourself of all this extra hardware.
             | LLM inferencing also creates a nice incentive to go APU
             | because the dual processor architecture tends to result in
             | excessive bandwidth and anemic capacity.
             | 
             | Nvidia may be the giant yet if you look at what most gamers
             | actually run on, they run on Apple APUs, Snapdragon APUs,
             | and AMD APUs. PCs with a discrete CPU and separate Nvidia
             | GPUs have become a relatively smaller slice of the market
             | despite that market segment having grown and Nvidia having
             | a stranglehold upon it. The average game developed is not
             | developed to run on a separate CPU and GPU monster beast -
             | they're designed to run on a phone APU - and something like
             | a Max processor is much more powerful than required to run
             | the average game coming out.
        
               | talldayo wrote:
               | > Nvidia may be the giant yet if you look at what most
               | gamers actually run on, they run on Apple APUs,
               | Snapdragon APUs, and AMD APUs.
               | 
               | They really don't? You're trying quite hard to conflate
               | casual gaming with console and PC markets, but they
               | obviously have very little overlap. Games that release
               | for Nvidia and AMD systems almost never turn around and
               | port themselves to Apple or Snapdragon platforms. I'd
               | imagine the people calling themselves gamers aren't
               | referring to their Candy Crush streak on iPhone.
               | 
               | > something like a Max processor is much more powerful
               | than required to run the average game coming out.
               | 
               | ...well, yeah. And then the laptop 4080 is some 2 times
               | faster than _that_ :
               | https://browser.geekbench.com/opencl-benchmarks
        
               | faeriechangling wrote:
               | I mean I see tons of shooters (PubG, Fortnite, CoD, etc)
               | and RPGs (Hoyaverse) seeing both mobile and PC releases
               | and they're running on the same engine under the hood.
               | I'm even seeing a few indie games being cross platform.
               | Of course some games simply don't work across platforms
               | due to input or screen size limitations, but Unity/Unreal
               | are more than 3/4s of the market and can enable a release
               | on every platform so why not do a cross-platform release
               | if it's viable?
               | 
               | I just see the distinction you're drawing as being
               | arbitrary and old-fashioned and misses the huge rise of
               | midcore gaming which is seeing tons of mobile/console/pc
               | releases. I understand that a TRUE gamer would not be
               | caught dead playing such games, but as more and more
               | people end up buying APU based laptops to play their
               | hoyaverse games, that's going to warp the market and
               | cause the oppressed minority of TRUE gamers to buy the
               | same products due to economies of scale.
        
               | talldayo wrote:
               | I don't even think it's a "true gamer" thing either.
               | Besides Tomb Raider and Resident Evil 8, there are pretty
               | much no examples of modern AAA titles getting ported to
               | Mac and iPhone.
               | 
               | The console/PC release cycle is just different. _Some_
               | stuff is cross-platform (particularly when Apple goes out
               | of their way to negotiate with the publisher), but _most_
               | stuff is not. It 's not even a Steam Deck situation where
               | Apple is working to support games regardless; they simply
               | don't care. Additionally, the majority of these cross-
               | platform releases aren't quality experiences but gatcha
               | games, gambling apps and subscription services. You're
               | not wrong to perceive mobile gaming as a high-value
               | market, but it's on a completely different level from
               | other platforms regardless. If you watch a console/PC
               | gaming showcase nowadays, you'd be lucky to find even a
               | single game that is supported on iOS and Android.
               | 
               | > so why not do a cross-platform release if it's viable?
               | 
               | Some companies do; Valve famously went through a lot of
               | work porting their games to MacOS, before Apple
               | depreciated the graphics API they used and cut off 32-bit
               | library support. By the looks of it, Valve and many
               | others just shrug and ignore Apple's update treadmill
               | altogether. There's no shortage of iOS games I played on
               | my first-gen iPod that are flat-out depreciated on
               | today's hardware. Meanwhile the games I bought on Steam
               | in 2011 still run just fine today.
        
               | faeriechangling wrote:
               | I just don't get this obsession with the idea that only
               | recently-released "AAA" games are real games (or that the
               | only TRUE gamers are those who play them) and it seems
               | like the market and general population doesn't quite
               | grasp it either. These FAKE gamers buy laptops too, and
               | they probably won't see the value in a discrete GPU.
               | 
               | Besides, it's ultimately irrelevant because when Strix
               | Halo comes out, it's going to have the memory bandwidth
               | and compute performance to be able to play any "AAA" game
               | released for consoles until consoles refresh around
               | ~2028, which is 4 solid years of performance before new
               | releases will really make them struggle. These APUs won't
               | be competing with the 4080, but instead the 4060, which
               | is a more popular product anyways. Discrete GPUs are in
               | an awkward spot where they're not going to be
               | significantly more future proof than an APU you can buy,
               | but will suck more power, and will likely have a higher
               | BOM to manufacture.
               | 
               | If you asked TRUE gamers if gaming laptop with Nvidia
               | GPUs were worth it a few years ago, when they were
               | already the majority of the market, they would have
               | laughed in your face and pointed out how they didn't play
               | the latest AAA games good and thus TRUE gamers won't buy
               | them and to instead buy a cheap laptop paired with a big
               | desktop.
        
               | talldayo wrote:
               | > I just don't get this obsession with the idea that only
               | recently-released "AAA" games are real games
               | 
               | It's really the opposite; I think obsessing over casual
               | markets is a mistake since casual gaming customers are
               | incidental. These are people playing the lowest-common-
               | denominator, ad-ridden, microtransaction-laden apps that
               | fill out the App Store, not _Halo 2_ or _Space Cadet
               | Pinball_. It really doesn 't matter when the games came
               | out, because the market is always separated by more than
               | just third-party ambivalence. Apple loves this
               | unconscious traffic, because they will buy _any_ garbage
               | they put in front of them. Let them be gorged on Honkai
               | Star Rail, while Apple counts 30% of their expenses on
               | digital vice.
               | 
               | Again, I think it's less of a distinction between "true"
               | and "casual" gamers, but more what their OEM encourages
               | them to play. When you owned feature phones, it was
               | shitty Java applets. Now that you own an iPhone... it's
               | basically the same thing with a shinier UI and larger
               | buttons to enter your credit card details.
               | 
               | I'll just say it; Apple's runtime has to play catch-up
               | with stuff like the Steam Deck and even modern game
               | consoles. The current piecemeal porting attempts are
               | pathetic compared to businesses a fraction their size.
               | Even Nvidia got more people to port to the Shield TV, and
               | that was a failure from the start.
        
               | hamilyon2 wrote:
               | Is the best-selling game on every platform Minecraft
               | casual or hardcore? What about Heartstone which allows
               | you to play as much as you like, even once a year (and
               | win), competitive and addictive: choose three.
               | 
               | It is as if the casual true dichotomy is a false one.
        
               | Dalewyn wrote:
               | >The average game developed is not developed to run on a
               | separate CPU and GPU monster beast - they're designed to
               | run on a phone APU
               | 
               | I _love_ how performant mobile games are on desktop
               | /laptop hardware assuming good ports, _Star Rail_ and
               | _Princess Connect! Re:Dive_ for some examples.
               | 
               | This will probably go away once mobile hardware gets so
               | powerful there's no requirement for devs to be efficient
               | with their resource usage, as has happened with
               | desktop/laptop software, but god damnit I'll enjoy it
               | while it lasts.
        
               | resource_waste wrote:
               | >Nvidia may be the giant yet if you look at what most
               | gamers actually run on, they run on Apple APUs,
               | Snapdragon APUs, and AMD APUs.
               | 
               | Wat
               | 
               | This is like extremely incorrect.
               | 
               | Its Nvidia.
               | 
               | Yikes, your technoblabble at the start seemed like smart
               | people talk but the meat and potatoes is off base.
        
               | ProfessorLayton wrote:
               | Is it incorrect though? Mobile alone is 85B of the 165B
               | market [1], not to mention that Nintendo's Switch is
               | basically an android tablet with a mobile chipset.
               | 
               | [1] https://helplama.com/wp-
               | content/uploads/2023/02/history-of-g...
        
               | sudosysgen wrote:
               | To be fair, an Nvidia mobile chipset.
               | 
               | Also, much of mobile gaming isn't exactly pushing the
               | envelope of graphics, especially by revenue.
        
               | resource_waste wrote:
               | Yes, we arent using mobile gaming as an indicator of GPU
               | growth/performance.
               | 
               | This seems like some way to be like 'Well tecknicaklly',
               | to justify some absurd argument that doesnt matter to
               | anyone.
        
               | ProfessorLayton wrote:
               | >Yes, we arent using mobile gaming as an indicator of GPU
               | growth/performance.
               | 
               | Who's "we" because big tech has absolutely been touting
               | GPU gains in their products for a _long time_ now [1],
               | driven by gaming. Top of the line iPhones can do
               | raytracing now, and are getting AAA ports like Resident
               | Evil.
               | 
               | In what world is being over half of a 185B industry a
               | technicality?. A lot of these advancements on mobile end
               | up trickling up to their laptop/desktop counterparts (See
               | Apple's M-series), which matters to non-mobile gamers as
               | well. Advancements that wouldn't have happened if the
               | money wasn't there.
               | 
               | [1] https://crucialtangent.files.wordpress.com/2013/10/ip
               | hone5s-...
        
               | kllrnohj wrote:
               | > Apple using a 512-bit memory bus on its Max processors
               | is indeed the future of APUs if you ask me.
               | 
               | It's very expensive to have a bus that wide, which is why
               | it's so rarely done. Desktop GPUs have done it in the
               | past ( https://www.techpowerup.com/gpu-
               | specs/?buswidth=512%20bit&so... ), but they all keep
               | pulling back from it because it's too expensive.
               | 
               | Apple can do it because they can just pay for it and know
               | they can charge for it, they aren't really competing with
               | anyone. But the M3 Max is also a stonking _huge_ chip -
               | at 92bn transistors it 's significantly bigger than the
               | RTX 4090 (76bn transistors). Was a 512-bit bus _really_ a
               | good use of those transistors? Probably not. Will others
               | do it? Probably also no, they need to be more efficient
               | on silicon usage. Especially as node shrinks provide less
               | & less benefit yet cost increasingly more.
        
               | faeriechangling wrote:
               | 512-bit is probably a bit extreme, but I can see 192-bit
               | and 256-bit becoming more popular. At the end of the day,
               | if you have a high-end APU, having a 128-bit bus is
               | probably THE bottleneck to performance. It's not clear to
               | me that it makes sense or costs any less to have two
               | 128-bit buses on two different chips which you see on a
               | lot of gaming laptops instead of a single 256-bit bus on
               | one chip for the midrange market.
               | 
               | M3 pro only used a mere 37 billion transistors with a
               | 192-bit bus, so you can get wider than 128-bit while
               | being economical about it. I'd love for there to be a
               | 512-bit Strix Halo but it probably won't happen, it
               | probably does not make business sense.
               | 
               | I don't know if the comparison to GPUs necessarily tracks
               | here because the price floor of having 8 chips of GDDR is
               | a lot higher than having 8 chips of DDR.
        
               | nsteel wrote:
               | But isn't that GDDR option something like 3-4x the
               | bandwidth? So you'd fit far fewer chips to hit the same
               | bandwidth.
        
           | 15155 wrote:
           | I would rather be in a world where we have skilled hot-air
           | rework shops in major cities (like Shenzhen has) that can
           | cheaply do this upgrade.
           | 
           | The speed of light isn't changing, nor is EMI. Upgradability
           | is directly at odds with high-speed, RF-like, timing-
           | sensitive protocols. "Planned obsolescence!!!" - no:
           | electrical reality.
        
             | bluGill wrote:
             | The upgrade would be replace the iGPU including the memory
             | on board.
             | 
             | Upgrades are not really environmentally good. They might be
             | the best compromise, but the parts you take off still are
             | discarded.
        
               | throwaway11460 wrote:
               | But it's still better than discarding the whole thing,
               | isn't it?
        
               | paulmd wrote:
               | Why discard anything at all? If the laptop is
               | sufficiently durable it should be able to endure multiple
               | owners over its functional lifespan.
        
               | throwuxiytayq wrote:
               | It often takes a very slight upgrade to give the hardware
               | a whole new life. Plenty of macbooks with 8GB of RAM out
               | there.
        
               | talldayo wrote:
               | Well one day the SSD will fail, and then your options are
               | as follows:
               | 
               | 1) reflow the board with a steady hand
               | 
               | 2) bin it
               | 
               | The overwhelming majority of customers will not choose
               | option 1.
        
           | doctorpangloss wrote:
           | I am pretty sure cooling is holding back performance on
           | iPhones and other cellphones though. It throttles after about
           | 5m of typical high end 3D gameplay. That's how it can be much
           | faster than a Switch including using faster RAM than it but
           | not really useful as a game console.
        
           | papruapap wrote:
           | I dont think. AMD is releasing a 256b width soon, we will how
           | it performs.
        
           | ryukafalz wrote:
           | If so I would like to see more of what the MNT Reform[0] is
           | doing. You can have your CPU, GPU, and memory all on a single
           | board while still making that board a module in a reusable
           | chassis. There's no reason the rest of the device needs to be
           | scrapped when you upgrade.
           | 
           | [0] https://mntre.com/modularity.html
        
         | kanwisher wrote:
         | We keep making more intensive games and applications that tax
         | the gpu more. LLMs have already kicked off another 5 year cycle
         | of upgrades before they run full speed on consumer hardware
        
           | citizenpaul wrote:
           | Isn't one of the issues with local LLM the huge amount of GPU
           | memory needed? I'd say that we'll go a lot longer than 5
           | years before phones have 24+GB of VRAM.
        
           | jerlam wrote:
           | It's very questionable whether consumers want to spend the
           | money to run LLMs on local hardware; nor do companies want
           | them to, instead of charging a subscription fee.
           | 
           | High-end PC gaming is still a small niche. Every new and more
           | powerful gaming console does worse than the previous
           | generation. VR hasn't taken off to a significant degree.
        
         | testfrequency wrote:
         | You know, I agreed with this years ago and spent $4,000 on a
         | SSFPC based on Intel NUC...only to have Intel drop NUC
         | entirely. While NUC has integrated graphics, the major benefit
         | was pairing it with a full sized GPU.
         | 
         | Now I'm stuck with an old CPU, and have little reason to
         | upgrade the GPU.
         | 
         | I guess my main hope is it's modular and seamless to upgrade
         | small frame machines in the future, so I can keep a case
         | standard for generations.
        
           | netbioserror wrote:
           | It's my hope as well that maybe a new upgradeable standard
           | for mini-PCs comes about. But keep in mind, Linux doesn't
           | care much if the hardware configuration changes. One could
           | conceivably just move their SSD and other drives to a new
           | mini PC and have a brand new system running their old OS
           | setup. If only Microsoft were so accommodating. The added
           | benefit being how useful a mini PC can be over an old tower.
           | Just buy a cheap SSD and: Give it to grandma; turn it into a
           | NAS; use it as a home automation hub; use it as a TV media
           | center; any number of other possibilities that a small form
           | factor would allow. All things that were _possible_ with an
           | old tower PC, but far less convenient. And now that we 're on
           | a pretty stable software performance plateau (when we don't
           | throw in browsers), newer chips can conceivably last much
           | longer, decades, even.
        
             | Dalewyn wrote:
             | >If only Microsoft were so accommodating.
             | 
             | You can use sysprep[1], though nowadays you don't even need
             | to do that most of the time.
             | 
             | [1]: https://learn.microsoft.com/en-us/windows-
             | hardware/manufactu...
        
         | Dalewyn wrote:
         | >What happens when iGPUs get good enough for 1440p 120 FPS
         | high-end gaming?
         | 
         | The video card goes the down the same road as the sound card.
         | 
         | Given how expensive video cards have gotten thanks first to
         | cryptocurrency mining and now "AI", it's only a matter of time.
        
         | saidinesh5 wrote:
         | What makes it even more interesting is more and more people are
         | starting to enjoy AA games more than AAA games for various
         | reasons .. (cost, more experimental/novel game play
         | mechanics/story)
         | 
         | It feels like the next few years would be really glorious for
         | handheld gaming...
        
           | nothercastle wrote:
           | Basically every AAA game has been bad recently. Only
           | interesting games are in the AA and indie categories
        
         | wiseowise wrote:
         | > What happens when iGPUs get good enough for 1440p 120 FPS
         | high-end gaming?
         | 
         | Hell yeah, we celebrate.
        
         | MrBuddyCasino wrote:
         | > _What happens when iGPUs get good enough for 1440p 120 FPS
         | high-end gaming?_
         | 
         | They won't with the mainstream number of memory channels, where
         | iGPUs are severely bandwidth starved. AMD Strix Halo wants to
         | change that, but then the cost difference to a discrete GPU
         | gets smaller.
         | 
         | They might cannibalise even more of the low-end market, but I'm
         | not sure they will make mid-range (or high-end) dGPUs obsolete.
        
         | fidotron wrote:
         | For the near future actually using this power does cause a
         | notable battery hit. We reached the point a while back with
         | mobile 3D where you actively have to hold yourself back to stop
         | draining the battery as so many devices will keep up frame rate
         | wise to a surprising degree.
         | 
         | Mobile phones have taught us another annoying lesson though:
         | edge compute will forever be under-utilized. I would go so far
         | as to say now a huge proportion of the mainstream audience are
         | simply not impressed by any advances in this area, the noise is
         | almost entirely just developers.
        
           | callalex wrote:
           | Increased edge compute has brought a lot of consumer features
           | if you take a step back and think about it. On-device,
           | responsive speech recognition that doesn't suck is now
           | possible on watches and phones without a server round trip,
           | and a ton of image processing such as subject classification
           | and background detection is used heavily. Neither of those
           | applications were even possible 5-7 years ago and now even
           | the cheap stuff can do it.
        
         | ethanholt1 wrote:
         | I was able to get Counter-Strike 2 running on an iGPU of a
         | fourth gen Radeon chip. Don't remember the name, but I got
         | barely 10FPS and it was unplayable, but it ran. And it was
         | amazing.
        
           | msh wrote:
           | CS2 runs fine on a steam deck with its iGPU
        
         | beAbU wrote:
         | Cloud gaming + a monthly subscription is probably going to be
         | the end result. Inwon't be suprised if the next xbox generation
         | is a streaming stick + wireless controller.
         | 
         | The writing is on the wall for me. A cheap streaming device + a
         | modest games subscription will open the platform up to many who
         | are currently held back by the cost of the console.
        
           | byteknight wrote:
           | At the detriment of experience.
        
           | hollerith wrote:
           | Hasn't that been tried by well-funded companies like Google
           | starting over 10 years ago and failed?
        
             | masterj wrote:
             | Yes, but sometimes ideas come ahead of the infrastructure
             | that would enable them, in this case fiber rollouts and
             | geographically distributed data centers with GPUs. I've
             | been really impressed by GeForce Now lately and XBox Cloud
             | Gaming is a thing.
        
             | beAbU wrote:
             | Yes and? Does that mean it can never be tried again?
             | 
             | If car makers gave up with EVs 30 years ago, and never
             | tried improving, where would we be today? Because EVs are
             | not the ICE replacement today, does that mean it won't be
             | in 30 years' time?
             | 
             | All I'm saying is that the natural outcome for gaming is
             | cloud + subscription. Maybe not the next xbox console, but
             | possibly the one after next.
             | 
             | This was the inevitable outcome of music and video. Gaming
             | is next.
             | 
             | We are going to own nothing and we will love it.
        
             | 0x457 wrote:
             | Stadia was doomed to fail:
             | 
             | - You have to buy all the games all over again
             | 
             | - people, that are familiar with google ways, didn't want
             | to invest anything into stadia
             | 
             | - stadia controller, while nice, didn't want with anything,
             | but stadia until recently (still doesn't work with ATV for
             | some reason)
             | 
             | - Google own devices didn't support Stadia for absolutely
             | no reason (you could have side-loaded the app, and it
             | worked just fine)
             | 
             | xCloud always felt much better than Stadia when playing.
        
           | nothercastle wrote:
           | GeForce now works great when it works but they are under
           | provisioned in capacity so there are times when their data
           | center works really poorly.
           | 
           | The biggest issues is probably long load times. A suspend
           | state to drive function would be a big boost.
           | 
           | Then it's probably the oversold capacity.
           | 
           | Then it would be only 80% compatibility with all titles.
        
         | maxglute wrote:
         | More mobile desktop mode plz.
        
         | Salgat wrote:
         | 8k-16k is the breakpoint where pixel density is high enough to
         | no longer need anti-aliasing, so we have a ways to go, but once
         | we hit that, we still have a long ways to go in rendering
         | quality. Screenshots can look really nice, but dynamic visuals
         | are still way behind realistic graphics you'd expect to see in
         | movies.
        
         | hbn wrote:
         | Don't worry, no matter how good hardware gets, you can rest
         | assured bad software will push it to the limits and further
         | push the minimum system requirements to run anything as basic
         | as a note taking app or music player.
         | 
         | https://en.wikipedia.org/wiki/Andy_and_Bill%27s_law
        
           | banish-m4 wrote:
           | Sigh. The problem with fast hardware is it enables ever worse
           | software development techniques. Perhaps we need 80286-level
           | hardware performance levels again and then unlimited
           | performance for 6 months once every decade.
        
         | taskforcegemini wrote:
         | but this is still far from good enough for VR
        
         | refriedbeans wrote:
         | Even today, the 4090 with path tracing cannot achieve 1440p at
         | 120 fps in Cyberpunk, and the 1% lows are not great. Also,
         | high-resolution VR will require much more performance.(Unless
         | we manage to get foveated rendering working effectively)
        
         | stefan_ wrote:
         | The same as always, we crank up the resolution? Sorry to say
         | but your 1080p and 1440p is already a few years behind, so "the
         | next few years" aren't terribly exciting.
        
         | hyperthesis wrote:
         | There's still real-time ray-tracing.
         | 
         | Cosmetic physics can eat up more, but as a gameplay mechanic,
         | user interaction with realistic physics are too unpredictable
         | (beyond a gimmick). Of course, we could then get actual
         | computer sports.
        
       | kllrnohj wrote:
       | > Qualcomm's OpenCL runtime would unpredictably crash if a kernel
       | ran for too long. Crash probability goes down if kernel runtimes
       | stay well below a second. That's why some of the graphs above are
       | noisy. I wonder if Qualcomm's Adreno 6xx command processor
       | changes had something to do with it. They added a low priority
       | compute queue, but I'm guessing OpenCL stuff doesn't run as "low
       | priority" because the screen will freeze if a kernel does manage
       | to run for a while.
       | 
       | Very few (if any) mobile class GPUs actually support true
       | preemption. Rather they are more like pseudo-cooperative, with
       | suspend checks in between work units on the GPU. Desktop GPUs
       | only got instruction-level preemption not _that_ long ago -
       | Nvidia first added it with Pascal (GTX 10xx), so mobile still
       | lacking this isn 't surprising. It's a big cost to pay for a
       | relatively niche problem.
       | 
       | So the "crash" was probably a watchdog firing for failing to make
       | forward progress at a sufficient rate and also why the screen
       | would freeze. The smallest work unit was "too big" and so it
       | never would yield to other tasks.
        
         | kimixa wrote:
         | > Desktop GPUs only got instruction-level preemption not that
         | long ago
         | 
         | And even then it's often limited to already scheduled shaders
         | in the queue - things like the register files being statically
         | allocated at task schedule time means you can't just "add" a
         | task, and removing a task is expensive as you need to suspend
         | everything, store off the (often pretty large) register state
         | and any used shader local data (or similar), stop that task and
         | deallocate the shared resources. It's avoided for good reason,
         | and even if it's supported likely a rather untested buggy path.
         | 
         | If you run an infinite loop on even the latest Nvidia GPU (with
         | enough instances to saturate the hardware) you can still get
         | "hangs", as it ends up blocking things like composition until
         | the driver kills the task. It's still nowhere near the
         | experience CPU task preemption gives you.
        
       | darksaints wrote:
       | I've been wanting to do an AskHN for this, but seeing as the
       | Snapdragon855 is directly related to my question, I'm hoping
       | someone here has some insights that could point me in the right
       | direction. I'm currently developing a specialized UAV, and I've
       | gotten to the point where I've got MCU-based FC hardware almost
       | running that is based off of open source Pixhawk designs. But the
       | long term plan is to introduce a variety of tasks that rely on
       | computer vision and/or machine learning, and so the general
       | approach is to go with a companion computer. It seems the default
       | choice for things like this in the prototype stage is a raspberry
       | Pi or Jetson module, but I would really like to develop the
       | entire system as a single module with an eye toward serial
       | production, which means I'm looking at embedding an SOC, as
       | opposed to wiring up an external module. And that has led me to
       | look at the Snapdragon SOCs, in large part due to the GPU
       | capabilities. But now I'm getting into unfamiliar territory,
       | because I can't do ordering/research via digikey like I have done
       | with everything else up until now.
       | 
       | When we're talking about new development, what are the
       | expectations that I should have for direct procurement of higher
       | end components (this goes for Sony/Samsung camera sensors too)?
       | Are there typically very large minimum purchase quantities? Do I
       | have to already have a large production output before I can even
       | talk to them about it? Is it possible to get datasheets even if
       | I'm not at that stage yet?
       | 
       | I get the feeling I'm stuck with the Jetson + Off-the-shelf
       | camera approach until I can demonstrate the ability to mass
       | produce and sell my existing designs, but it would be nice if I
       | could find out more about how that is supposed to play out.
        
         | echoangle wrote:
         | I would stick to mounting SoMs on your PCB until you have a
         | clear need for something else, integrating a SoC onto a PCB
         | isn't trivial, you need to take a lot of care of signal paths
         | and RF properties.
        
         | user_7832 wrote:
         | Disclaimer, I'm not an expert in this field.
         | 
         | If you're hoping to commercialize and are a 1-man company, I
         | hope you have a good USP/feature that's beyond "it's cheaper
         | than the competition". If you do have that, I'd say just get an
         | MVP out while keeping systems as platform agnostic as you can.
         | Doesn't matter if you need an extra Jetson, if your product is
         | good enough the extra cost shouldn't really deter customers.
         | 
         | Once you've started, hire/contract folks and streamline it out.
         | 
         | BTW Dev kits do exist for the snapdragon 8 gen 2/3 I think, but
         | they're about $700 last I checked. If you're handy you could
         | even try to reuse a rooted phone, if that's feasible for you.
        
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