Kioxia's booth at FMS 2024 was a busy one with multiple technology demonstrations keeping visitors occupied. A walk-through of the BiCS 8 manufacturing process was the first to grab my attention. Kioxia and Western Digital announced the sampling of BiCS 8 in March 2023. We had touched briefly upon its CMOS Bonded Array (CBA) scheme in our coverage of Kioxial's 2Tb QLC NAND device and coverage of Western Digital's 128 TB QLC enterprise SSD proof-of-concept demonstration. At Kioxia's booth, we got more insights.
Traditionally, fabrication of flash chips involved placement of the associate logic circuitry (CMOS process) around the periphery of the flash array. The process then moved on to putting the CMOS under the cell array, but the wafer development process was serialized with the CMOS logic getting fabricated first followed by the cell array on top. However, this has some challenges because the cell array requires a high-temperature processing step to ensure higher reliability that can be detrimental to the health of the CMOS logic. Thanks to recent advancements in wafer bonding techniques, the new CBA process allows the CMOS wafer and cell array wafer to be processed independently in parallel and then pieced together, as shown in the models above.
The BiCS 8 3D NAND incorporates 218 layers, compared to 112 layers in BiCS 5 and 162 layers in BiCS 6. The company decided to skip over BiCS 7 (or, rather, it was probably a short-lived generation meant as an internal test vehicle). The generation retains the four-plane charge trap structure of BiCS 6. In its TLC avatar, it is available as a 1 Tbit device. The QLC version is available in two capacities - 1 Tbit and 2 Tbit.
Kioxia also noted that while the number of layers (218) doesn't compare favorably with the latest layer counts from the competition, its lateral scaling / cell shrinkage has enabled it to be competitive in terms of bit density as well as operating speeds (3200 MT/s). For reference, the latest shipping NAND from Micron - the G9 - has 276 layers with a bit density in TLC mode of 21 Gbit/mm2, and operates at up to 3600 MT/s. However, its 232L NAND operates only up to 2400 MT/s and has a bit density of 14.6 Gbit/mm2.
It must be noted that the CBA hybrid bonding process has advantages over the current processes used by other vendors - including Micron's CMOS under array (CuA) and SK hynix's 4D PUC (periphery-under-chip) developed in the late 2010s. It is expected that other NAND vendors will also move eventually to some variant of the hybrid bonding scheme used by Kioxia.
StorageWhile neuromorphic computing remains under research for the time being, efforts into the field have continued to grow over the years, as have the capabilities of the specialty chips that have been developed for this research. Following those lines, this morning Intel and Sandia National Laboratories are celebrating the deployment of the Hala Point neuromorphic system, which the two believe is the highest capacity system in the world. With 1.15 billion neurons overall, Hala Point is the largest deployment yet for Intel’s Loihi 2 neuromorphic chip, which was first announced at the tail-end of 2021.
The Hala Point system incorporates 1152 Loihi 2 processors, each of which is capable of simulating a million neurons. As noted back at the time of Loihi 2’s launch, these chips are actually rather small – just 31 mm2 per chip with 2.3 billion transistors each, as they’re built on the Intel 4 process (one of the only other Intel chips to do so, besides Meteor Lake). As a result, the complete system is similarly petite, taking up just 6 rack units of space (or as Sandia likes to compare it to, about the size of a microwave), with a power consumption of 2.6 kW. Now that it’s online, Hala Point has dethroned the SpiNNaker system as the largest disclosed neuromorphic system, offering admittedly just a slightly larger number of neurons at less than 3% of the power consumption of the 100 kW British system.

A Single Loihi 2 Chip (31 mm2)
Hala Point will be replacing an older Intel neuromorphic system at Sandia, Pohoiki Springs, which is based on Intel’s first-generation Loihi chips. By comparison, Hala Point offers ten-times as many neurons, and upwards of 12x the performance overall,
Both neuromorphic systems have been procured by Sandia in order to advance the national lab’s research into neuromorphic computing, a computing paradigm that behaves like a brain. The central thought (if you’ll excuse the pun) is that by mimicking the wetware writing this article, neuromorphic chips can be used to solve problems that conventional processors cannot solve today, and that they can do so more efficiently as well.
Sandia, for its part, has said that it will be using the system to look at large-scale neuromorphic computing, with work operating on a scale well beyond Pohoiki Springs. With Hala Point offering a simulated neuron count very roughly on the level of complexity of an owl brain, the lab believes that a larger-scale system will finally enable them to properly exploit the properties of neuromorphic computing to solve real problems in fields such as device physics, computer architecture, computer science and informatics, moving well beyond the simple demonstrations initially achieved at a smaller scale.
One new focus from the lab, which in turn has caught Intel’s attention, is the applicability of neuromorphic computing towards AI inference. Because the neural networks themselves behind the current wave of AI systems are attempting to emulate the human brain, in a sense, there is an obvious degree of synergy with the brain-mimicking neuromorphic chips, even if the algorithms differ in some key respects. Still, with energy efficiency being one of the major benefits of neuromorphic computing, it’s pushed Intel to look into the matter further – and even build a second, Hala Point-sized system of their own.
According to Intel, in their research on Hala Point, the system has reached efficiencies as high as 15 TOPS-per-Watt at 8-bit precision, albeit while using 10:1 sparsity, making it more than competitive with current-generation commercial chips. As an added bonus to that efficiency, the neuromorphic systems don’t require extensive data processing and batching in advance, which is normally necessary to make efficient use of the high density ALU arrays in GPUs and GPU-like processors.
Perhaps the most interesting use case of all, however, is the potent... CPUs
With the rise of the handheld gaming PC market, we've seen PC vendors and their partners toy with a number of tricks and tweaks to improve improve framerates in games, with some of their latest efforts on display at this year's Computex trade show. Perhaps the most interesting find thus far comes from ADATA sub-brand XPG, who is demoing their prototype "Nia" handheld PC, which uses eye tracking and dynamic foveated rendering to further improve their rendering performance.
For those unfamiliar, dynamic foveated rendering is a graphics technique that is sometimes used to boost performance in virtual reality (VR) and augmented reality (AR) applications by taking advantage of how human vision works. Typically, humans can only perceive detailed imagery in the relatively small central area of our vision called the fovea, while our peripheral vision is much less detailed. Dynamic foveated rendering, in turn, exploits this by using real-time eye tracking to determine where the user is looking, and then rendering just that area in high/full resolution, while rendering the peripheral areas in lower resolution. The net result is that only a fraction of the screen is rendered at full detail, which cuts down on the total amount of rendering work required and boosting framerates on performance-limited devices.
As stated before, this technology is sometimes used in high-end AR/VR headsets, where high resolution displays are placed mere inches from one's face. This ends up being an ideal use case for the technique, since at those distances, only a small fraction of the screen is within the fovea.
Using dynamic foveated rendering for a handheld, on the other hand, is a more novel application. All of the same visual principles apply, but the resolutions at play are lower, and the screen is farther from the users' eyes. This makes a handheld device a less ideal use case, at least on paper, as a larger portion of the screen is going to be in the fovea, and thus will need to be rendered at full resolution. None the less, it will be interesting to see how XPG's efforts pan out, and if dynamic foveated rendering is beneficial enough for handheld PCs. As we sometimes see with trade show demos, not everything makes it out of the prototype stage.
According to a press release put out by ADATA ahead of the trade show, the eye tracking technology is being provided by AMD collaborator Eyeware. Notably, their software-based approach runs on top of standard webcams, rather than requiring IR cameras. So the camera hardware itself should be pretty straight-forward.
Foveated rendering aside, XPG is making sure that the Nia won't be a one-trick pony. The handheld's other major claim to fame is its hardware swappability. The prototype handheld not only features a removable M.2-2230 SSD, but the company is also taking advantage of the recently-introduced LPCAMM2 memory module standard to introduce removable DRAM. Via a hatch in the back of the handheld, device owners would be able to swap out LPCAMM2 LPDDR5X modules for higher capacity versions. This would give the handheld an additional degree of future-proofness over current handhelds, which use non-replaceable soldered-down memory.
Rounding out the package, the current prototype is based on an AMD's Zen 4 Phoenix APU, which is used across both of the company's current mobile lines (Ryzen Mobile 7000/8000 and Ryzen Z1). Meanwhile, the unit's display is adjustable, allowing it to be angled away from the body of the handheld.
Assuming all goes well with the prototype, XPG aims to release a finished product in 2025.
ADATAWhile neuromorphic computing remains under research for the time being, efforts into the field have continued to grow over the years, as have the capabilities of the specialty chips that have been developed for this research. Following those lines, this morning Intel and Sandia National Laboratories are celebrating the deployment of the Hala Point neuromorphic system, which the two believe is the highest capacity system in the world. With 1.15 billion neurons overall, Hala Point is the largest deployment yet for Intel’s Loihi 2 neuromorphic chip, which was first announced at the tail-end of 2021.
The Hala Point system incorporates 1152 Loihi 2 processors, each of which is capable of simulating a million neurons. As noted back at the time of Loihi 2’s launch, these chips are actually rather small – just 31 mm2 per chip with 2.3 billion transistors each, as they’re built on the Intel 4 process (one of the only other Intel chips to do so, besides Meteor Lake). As a result, the complete system is similarly petite, taking up just 6 rack units of space (or as Sandia likes to compare it to, about the size of a microwave), with a power consumption of 2.6 kW. Now that it’s online, Hala Point has dethroned the SpiNNaker system as the largest disclosed neuromorphic system, offering admittedly just a slightly larger number of neurons at less than 3% of the power consumption of the 100 kW British system.

A Single Loihi 2 Chip (31 mm2)
Hala Point will be replacing an older Intel neuromorphic system at Sandia, Pohoiki Springs, which is based on Intel’s first-generation Loihi chips. By comparison, Hala Point offers ten-times as many neurons, and upwards of 12x the performance overall,
Both neuromorphic systems have been procured by Sandia in order to advance the national lab’s research into neuromorphic computing, a computing paradigm that behaves like a brain. The central thought (if you’ll excuse the pun) is that by mimicking the wetware writing this article, neuromorphic chips can be used to solve problems that conventional processors cannot solve today, and that they can do so more efficiently as well.
Sandia, for its part, has said that it will be using the system to look at large-scale neuromorphic computing, with work operating on a scale well beyond Pohoiki Springs. With Hala Point offering a simulated neuron count very roughly on the level of complexity of an owl brain, the lab believes that a larger-scale system will finally enable them to properly exploit the properties of neuromorphic computing to solve real problems in fields such as device physics, computer architecture, computer science and informatics, moving well beyond the simple demonstrations initially achieved at a smaller scale.
One new focus from the lab, which in turn has caught Intel’s attention, is the applicability of neuromorphic computing towards AI inference. Because the neural networks themselves behind the current wave of AI systems are attempting to emulate the human brain, in a sense, there is an obvious degree of synergy with the brain-mimicking neuromorphic chips, even if the algorithms differ in some key respects. Still, with energy efficiency being one of the major benefits of neuromorphic computing, it’s pushed Intel to look into the matter further – and even build a second, Hala Point-sized system of their own.
According to Intel, in their research on Hala Point, the system has reached efficiencies as high as 15 TOPS-per-Watt at 8-bit precision, albeit while using 10:1 sparsity, making it more than competitive with current-generation commercial chips. As an added bonus to that efficiency, the neuromorphic systems don’t require extensive data processing and batching in advance, which is normally necessary to make efficient use of the high density ALU arrays in GPUs and GPU-like processors.
Perhaps the most interesting use case of all, however, is the potent... CPUs
With the rise of the handheld gaming PC market, we've seen PC vendors and their partners toy with a number of tricks and tweaks to improve improve framerates in games, with some of their latest efforts on display at this year's Computex trade show. Perhaps the most interesting find thus far comes from ADATA sub-brand XPG, who is demoing their prototype "Nia" handheld PC, which uses eye tracking and dynamic foveated rendering to further improve their rendering performance.
For those unfamiliar, dynamic foveated rendering is a graphics technique that is sometimes used to boost performance in virtual reality (VR) and augmented reality (AR) applications by taking advantage of how human vision works. Typically, humans can only perceive detailed imagery in the relatively small central area of our vision called the fovea, while our peripheral vision is much less detailed. Dynamic foveated rendering, in turn, exploits this by using real-time eye tracking to determine where the user is looking, and then rendering just that area in high/full resolution, while rendering the peripheral areas in lower resolution. The net result is that only a fraction of the screen is rendered at full detail, which cuts down on the total amount of rendering work required and boosting framerates on performance-limited devices.
As stated before, this technology is sometimes used in high-end AR/VR headsets, where high resolution displays are placed mere inches from one's face. This ends up being an ideal use case for the technique, since at those distances, only a small fraction of the screen is within the fovea.
Using dynamic foveated rendering for a handheld, on the other hand, is a more novel application. All of the same visual principles apply, but the resolutions at play are lower, and the screen is farther from the users' eyes. This makes a handheld device a less ideal use case, at least on paper, as a larger portion of the screen is going to be in the fovea, and thus will need to be rendered at full resolution. None the less, it will be interesting to see how XPG's efforts pan out, and if dynamic foveated rendering is beneficial enough for handheld PCs. As we sometimes see with trade show demos, not everything makes it out of the prototype stage.
According to a press release put out by ADATA ahead of the trade show, the eye tracking technology is being provided by AMD collaborator Eyeware. Notably, their software-based approach runs on top of standard webcams, rather than requiring IR cameras. So the camera hardware itself should be pretty straight-forward.
Foveated rendering aside, XPG is making sure that the Nia won't be a one-trick pony. The handheld's other major claim to fame is its hardware swappability. The prototype handheld not only features a removable M.2-2230 SSD, but the company is also taking advantage of the recently-introduced LPCAMM2 memory module standard to introduce removable DRAM. Via a hatch in the back of the handheld, device owners would be able to swap out LPCAMM2 LPDDR5X modules for higher capacity versions. This would give the handheld an additional degree of future-proofness over current handhelds, which use non-replaceable soldered-down memory.
Rounding out the package, the current prototype is based on an AMD's Zen 4 Phoenix APU, which is used across both of the company's current mobile lines (Ryzen Mobile 7000/8000 and Ryzen Z1). Meanwhile, the unit's display is adjustable, allowing it to be angled away from the body of the handheld.
Assuming all goes well with the prototype, XPG aims to release a finished product in 2025.
ADATAAs Qualcomm's exclusivity for Arm-powered processors for Windows PCs is reportedly coming to its end, other chipmakers are getting ready to offer their Arm-based system-on-chips for Windows computers. And, according to a new report from Reuters, MediaTek will be among the companies jumping into the Windows-on-Arm field, with plans to launch their first PC processor late next year.
MediaTek's system-on-chip for Windows PCs will rely on Arm's 'ready-made designs,' according to Reuters. Which in turn hints that MediaTek would be using Arm's compute sub-system (CSS) for client PCs, a building block designed to significantly speed up development of SoCs.
With the vauge nature of the Reuters report, however, which version of Arm's IP MediaTek might be using remains unclear, and the answer to that will largely hinge on timing. Arm refreshes its client cores and IP offerings yearly – typically announcing them to the public in May – with finished chips rolling out as early as later in the year. So depending on just how late in the year MediaTek is planning to launch their chip, the company has a large enough window to potentially use either the current 2024 client designs, or next year's 2025 designs.
For reference, Arm's 2024 CSS for client systems is quite powerful on its own. It includes two ultra-high-performance Arm Cortex-X925 cores (each with up to 3MB L2 cache and clock speeds over 3.60 GHz, supporting SVE and SVE2), four high-performance Cortex-A725 cores, two energy-efficient Cortex-A520 cores, and an Immortalis-G925 graphics processor. And, of course, MediaTek has the expertise to skip Arm's CSS and build their own bespoke designs as well, if that's what they'd prefer.
Overall, the latest client designs from Arm can accommodate up to 14 CPU cores – Arm intentionally leaves headroom for designs to be scaled-up for laptops – which would make for quite a formidable chip. But the PC SoC market has no shortage of capable contenders with their own designs; besides Qualcomm's Snapdragon X processors, MediaTek would also be going up against the latest designs from Intel and AMD. All of whom are planning to make big plays for the mobile PC market in the next several months. So MediaTek will need to make a serious effort if their effort to jump into the PC SoC market are to succeed.
Since 2016, Microsoft has partnered with Qualcomm to bring Arm's processor architecture, which is widely used in smartphones, to Windows PCs. Qualcomm has an exclusive agreement to supply these chips for the next several months (the exact timing remains unclear), after which other designers like MediaTek can enter the market. Qualcomm, for its part, has benefited greatly from collaborating with Microsoft, so it will be interesting to see if Microsoft extends a similar hand out to other Arm chip makers.
Ultimately, the market for Arm PC SoCs has the potential to get crowded quickly. According to previous reports from Reuters, both AMD and NVIDIA are also developing Arm-based chips for Windows. So if all of those projects come to fruition, there could potentially be several Arm SoCs available to PC manufacturers around the same time. All of which would be a massive change from the past 20 years of the PC, where Intel and AMD have been the entire market.
Both MediaTek and Microsoft have declined to comment on the ongoing developments, the news agency states.
CPUsG.Skill on Tuesday introduced its ultra-low-latency DDR5-6400 memory modules that feature a CAS latency of 30 clocks, which appears to be the industry's most aggressive timings yet for DDR5-6400 sticks. The modules will be available for both AMD and Intel CPU-based systems.
With every new generation of DDR memory comes an increase in data transfer rates and an extension of relative latencies. While for the vast majority of applications, the increased bandwidth offsets the performance impact of higher timings, there are applications that favor low latencies. However, shrinking latencies is sometimes harder than increasing data transfer rates, which is why low-latency modules are rare.
Nonetheless, G.Skill has apparently managed to cherry-pick enough DDR5 memory chips and build appropriate printed circuit boards to produce DDR5-6400 modules with CL30 timings, which are substantially lower than the CL46 timings recommended by JEDEC for this speed bin. This means that while JEDEC-standard modules have an absolute latency of 14.375 ns, G.Skill's modules can boast a latency of just 9.375 ns – an approximately 35% decrease.
G.Skill's DDR5-6400 CL30 39-39-102 modules have a capacity of 16 GB and will be available in 32 GB dual-channel kits, though the company does not disclose voltages, which are likely considerably higher than those standardized by JEDEC.
The company plans to make its DDR5-6400 modules available both for AMD systems with EXPO profiles (Trident Z5 Neo RGB and Trident Z5 Royal Neo) and for Intel-powered PCs with XMP 3.0 profiles (Trident Z5 RGB and Trident Z5 Royal). For AMD AM5 systems that have a practical limitation of 6000 MT/s – 6400 MT/s for DDR5 memory (as this is roughly as fast as AMD's Infinity Fabric can operate at with a 1:1 ratio), the new modules will be particularly beneficial for AMD's Ryzen 7000 and Ryzen 9000-series processors.
G.Skill notes that since its modules are non-standard, they will not work with all systems but will operate on high-end motherboards with properly cooled CPUs.
The new ultra-low-latency memory kits will be available worldwide from G.Skill's partners starting in late August 2024. The company did not disclose the pricing of these modules, but since we are talking about premium products that boast unique specifications, they are likely to be priced accordingly.
MemoryAs GPU families enter the later part of their lifecycles, we often see chip manufacturers start to offload stockpiles of salvaged chips that, for one reason or another, didn't make the grade for the tier of cards they normally are used in. These recovered chips are fairly unremarkable overall, but they are unsold silicon that still works and has economic value, leading to them being used in lower-tier cards so that they can be sold. And, judging by the appearance of a new video card design from MSI, it looks like NVIDIA's Ada Lovelace generation of chips has reached that stage, as the Taiwanese video card maker has put out a new GeForce RTX 4070 Ti Super card based on a salvaged AD102 GPU.
Typically based on NVIDIA's AD103 GPU, NVIDIA's GeForce RTX 4070 Ti Super series sits a step below the company's flagship RTX 4080/4090 cards, both of which are based on the bigger and badder AD102 chip. But with some number of AD102 chips inevitably failing to live up to RTX 4080 specifications, rather than being thrown out, these chips can instead be used to make RTX 4070 cards. Which is exactly what MSI has done with their new GeForce RTX 4070 Ti Super Ventus 3X Black OC graphics card.
The card itself is relatively unremarkable – using a binned AD102 chip doesn't come with any advantages, and it should perform just like regular AD103 cards – and for that reason, video card vendors rarely publicly note when they're doing a run of cards with a binned-down version of a bigger chip. However, these larger chips have a tell-tale PCB footprint that usually makes it obvious what's going on. Which, as first noticed by @wxnod, is exactly what's going on with MSI's card.

Ada Lovelace Lineup: MSI GeForce RTX 4070 TiS (AD103), RTX 4070 TiS (AD102), & RTX 4090 (AD102)
The tell, in this case, is the rear board shot provided by MSI. The larger AD102 GPU uses an equally larger mounting bracket, and is paired with a slightly more complex array of filtering capacitors on the back side of the board PCB. Ultimately, since these are visible in MSI's photos of their GeForce RTX 4070 Ti Super Ventus 3X Black OC, it's easy to compare it to other video cards and see that it has exactly the same capacitor layout as MSI's GeForce RTX 4090, thus confirming the use of an AD102 GPU.
Chip curiosities aside, all of NVIDIA GeForce RTX 4070 Ti Super graphics cards – no matter whether they are based on the AD102 or AD103 GPU – come with a GPU with 8,448 active CUDA cores and 16 GB of GDDR6X memory, so it doesn't (typically) matter which chip they carry. Otherwise, compared to a fully-enabled AD102 chip, the RTX 4070 Ti Super specifications are relatively modest, with fewer than half as many CUDA cores, underscoring how the AD102 chip being used in MSI's card is a pretty heavy salvage bin.
As for the rest of the card, MSI GeForce RTX 4070 Ti Super Ventus 3X Black OC is a relatively hefty card overall, with a cooling system to match. Being overclocked, the Ventus also has a slightly higher TDP than normal GeForce RTX 4070 Ti Super cards, weighing in at 295 Watts, or 10 Watts above baseline cards.
Meanwhile, MSI is apparently not the only video card manufacturer using salvaged AD102 chips for GeForce RTX 4070 Ti Super, either. @wxnod has also posted a screenshot obtained on an Inno3D GeForce RTX 4070 Ti Super based on an AD102 GPU.
GPUsWhile neuromorphic computing remains under research for the time being, efforts into the field have continued to grow over the years, as have the capabilities of the specialty chips that have been developed for this research. Following those lines, this morning Intel and Sandia National Laboratories are celebrating the deployment of the Hala Point neuromorphic system, which the two believe is the highest capacity system in the world. With 1.15 billion neurons overall, Hala Point is the largest deployment yet for Intel’s Loihi 2 neuromorphic chip, which was first announced at the tail-end of 2021.
The Hala Point system incorporates 1152 Loihi 2 processors, each of which is capable of simulating a million neurons. As noted back at the time of Loihi 2’s launch, these chips are actually rather small – just 31 mm2 per chip with 2.3 billion transistors each, as they’re built on the Intel 4 process (one of the only other Intel chips to do so, besides Meteor Lake). As a result, the complete system is similarly petite, taking up just 6 rack units of space (or as Sandia likes to compare it to, about the size of a microwave), with a power consumption of 2.6 kW. Now that it’s online, Hala Point has dethroned the SpiNNaker system as the largest disclosed neuromorphic system, offering admittedly just a slightly larger number of neurons at less than 3% of the power consumption of the 100 kW British system.

A Single Loihi 2 Chip (31 mm2)
Hala Point will be replacing an older Intel neuromorphic system at Sandia, Pohoiki Springs, which is based on Intel’s first-generation Loihi chips. By comparison, Hala Point offers ten-times as many neurons, and upwards of 12x the performance overall,
Both neuromorphic systems have been procured by Sandia in order to advance the national lab’s research into neuromorphic computing, a computing paradigm that behaves like a brain. The central thought (if you’ll excuse the pun) is that by mimicking the wetware writing this article, neuromorphic chips can be used to solve problems that conventional processors cannot solve today, and that they can do so more efficiently as well.
Sandia, for its part, has said that it will be using the system to look at large-scale neuromorphic computing, with work operating on a scale well beyond Pohoiki Springs. With Hala Point offering a simulated neuron count very roughly on the level of complexity of an owl brain, the lab believes that a larger-scale system will finally enable them to properly exploit the properties of neuromorphic computing to solve real problems in fields such as device physics, computer architecture, computer science and informatics, moving well beyond the simple demonstrations initially achieved at a smaller scale.
One new focus from the lab, which in turn has caught Intel’s attention, is the applicability of neuromorphic computing towards AI inference. Because the neural networks themselves behind the current wave of AI systems are attempting to emulate the human brain, in a sense, there is an obvious degree of synergy with the brain-mimicking neuromorphic chips, even if the algorithms differ in some key respects. Still, with energy efficiency being one of the major benefits of neuromorphic computing, it’s pushed Intel to look into the matter further – and even build a second, Hala Point-sized system of their own.
According to Intel, in their research on Hala Point, the system has reached efficiencies as high as 15 TOPS-per-Watt at 8-bit precision, albeit while using 10:1 sparsity, making it more than competitive with current-generation commercial chips. As an added bonus to that efficiency, the neuromorphic systems don’t require extensive data processing and batching in advance, which is normally necessary to make efficient use of the high density ALU arrays in GPUs and GPU-like processors.
Perhaps the most interesting use case of all, however, is the potent... CPUs
With the rise of the handheld gaming PC market, we've seen PC vendors and their partners toy with a number of tricks and tweaks to improve improve framerates in games, with some of their latest efforts on display at this year's Computex trade show. Perhaps the most interesting find thus far comes from ADATA sub-brand XPG, who is demoing their prototype "Nia" handheld PC, which uses eye tracking and dynamic foveated rendering to further improve their rendering performance.
For those unfamiliar, dynamic foveated rendering is a graphics technique that is sometimes used to boost performance in virtual reality (VR) and augmented reality (AR) applications by taking advantage of how human vision works. Typically, humans can only perceive detailed imagery in the relatively small central area of our vision called the fovea, while our peripheral vision is much less detailed. Dynamic foveated rendering, in turn, exploits this by using real-time eye tracking to determine where the user is looking, and then rendering just that area in high/full resolution, while rendering the peripheral areas in lower resolution. The net result is that only a fraction of the screen is rendered at full detail, which cuts down on the total amount of rendering work required and boosting framerates on performance-limited devices.
As stated before, this technology is sometimes used in high-end AR/VR headsets, where high resolution displays are placed mere inches from one's face. This ends up being an ideal use case for the technique, since at those distances, only a small fraction of the screen is within the fovea.
Using dynamic foveated rendering for a handheld, on the other hand, is a more novel application. All of the same visual principles apply, but the resolutions at play are lower, and the screen is farther from the users' eyes. This makes a handheld device a less ideal use case, at least on paper, as a larger portion of the screen is going to be in the fovea, and thus will need to be rendered at full resolution. None the less, it will be interesting to see how XPG's efforts pan out, and if dynamic foveated rendering is beneficial enough for handheld PCs. As we sometimes see with trade show demos, not everything makes it out of the prototype stage.
According to a press release put out by ADATA ahead of the trade show, the eye tracking technology is being provided by AMD collaborator Eyeware. Notably, their software-based approach runs on top of standard webcams, rather than requiring IR cameras. So the camera hardware itself should be pretty straight-forward.
Foveated rendering aside, XPG is making sure that the Nia won't be a one-trick pony. The handheld's other major claim to fame is its hardware swappability. The prototype handheld not only features a removable M.2-2230 SSD, but the company is also taking advantage of the recently-introduced LPCAMM2 memory module standard to introduce removable DRAM. Via a hatch in the back of the handheld, device owners would be able to swap out LPCAMM2 LPDDR5X modules for higher capacity versions. This would give the handheld an additional degree of future-proofness over current handhelds, which use non-replaceable soldered-down memory.
Rounding out the package, the current prototype is based on an AMD's Zen 4 Phoenix APU, which is used across both of the company's current mobile lines (Ryzen Mobile 7000/8000 and Ryzen Z1). Meanwhile, the unit's display is adjustable, allowing it to be angled away from the body of the handheld.
Assuming all goes well with the prototype, XPG aims to release a finished product in 2025.
ADATA
0 Comments