[The Inq/THW] Nvidia Tegra K1 smashes Apple and Qualcomm in early benchmarks

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Dribble

Platinum Member
Aug 9, 2005
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The 60FPS number comes from nVidia.
But even 48FPS is a huge leap forward. And we know that nearly all OEMs dont really use the fastest binning version.

So K1 will deliver a GPU performance between 48-60FPS.

We *know* it will have a gpu performance between 48-60fps?

Where did 48fps come from? How do you *know* - is that from another benchmark, or did you just invent it? Can we all invent fps figures to suit our personal view points?
 
Feb 19, 2009
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Lot of anti nvidia fanboy rage in this thread, but that says more about this forum then the chip.

From what I can see it is a massive step forward in what mobile gpu's support feature wise, and has amazing performance. e.g. I see this benchmark where it's slightly faster then Intel HD 4400 graphics, and multiples faster then any other tablet gpu is missing: http://blog.gsmarena.com/tegra-k1-gpu-benchmarked-beats-intel-hd-4400

There is no rage, its a mistake to project onto others.

What there is, is doubt, skepticism.

Refer to the article you linked:

"It’s a very impressive statement – now all we need to see is the Nvidia K1 chipset (and its awesome graphics) in action on a real, mass-produced device – a feat the Tegra 4 hardly managed to pull off."

That is exactly what most of us have said. Let's wait and see, if it indeed is uber fast in a smartphone, then there will be glory.
 

ams23

Senior member
Feb 18, 2013
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-You can't use OpenGL (non ES) in Android

That's about as silly as saying you can't ever use a 64-bit CPU in Android. Android keeps evolving and improving. OpenGL ES is just a subset of OpenGL. OpenGL API support in Android will be a natural extension (even if most devices are stuck on OpenGL ES). And you do realize that OpenGL ES Next doesn't even support tesselation or geometry shaders!?! If a mobile GPU supports full OpenGL 4.x, porting games over from other platforms becomes so much more practical.

-You can't use DirectX in Android

And so what? DX is for Windows platforms, including Windows on ARM. Windows on ARM is not going anywhere. It will evolve and improve and likely merge with Windows phone OS with Threshold (which will also bring 64-bit support).

And the Denver core is still a year away.

Denver will be available in 2H 2014 (probably in time for the holiday season).
 

NTMBK

Lifer
Nov 14, 2011
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That's about as silly as saying you can't ever use a 64-bit CPU in Android. Android keeps evolving and improving. OpenGL ES is just a subset of OpenGL. OpenGL API support in Android will be a natural extension (even if most devices are stuck on OpenGL ES). And you do realize that OpenGL ES Next doesn't even support tesselation or geometry shaders!?! If a mobile GPU supports full OpenGL 4.x, porting games over from other platforms becomes so much more practical.

There have been OpenCL capable devices running Android for a long time now, but Google have kept it out of Android. They specifically removed OpenCL-capable drivers from the Nexus 4 and 10 (http://www.anandtech.com/show/7191/...us-10-and-4-removes-unofficial-opencl-drivers), despite the fact that they worked just fine. Don't presume that full OpenGL will turn up any time soon just because the hardware is there.

And so what? DX is for Windows platforms, including Windows on ARM. Windows on ARM is not going anywhere. It will evolve and improve and likely merge with Windows phone OS with Threshold (which will also bring 64-bit support).

Good point about Windows Phone, I hadn't considered that- and yes, I guess that will use DirectX. I certainly think that has more of a future than Windows RT.

Denver will be available in 2H 2014 (probably in time for the holiday season).

The holiday season only ended 2 weeks ago, so I was rounding. ;)