Showing posts with label Depth. Show all posts
Showing posts with label Depth. Show all posts

Monday, April 18, 2011

In Depth: Sandy Bridge and AMD Fusion: hybrid chips explained

We recently reviewed one of AMD's latest Fusion processors as part of the Asus E35M1-M Pro motherboard. Like Intel's recent Sandy Bridge chips, they combine a programmable graphics engine onto the same piece of silicon as the CPU. It's a modern minor miracle in metal.

Like the first wave of Intel's CPU/GPU hybrids, these initial Fusion chips from AMD cleverly and cautiously avoid underwhelming us by targeting netbooks, where performance expectations are pretty low. For Intel, it was bolting a rudimentary graphics core onto an Atom to create Pinetrail.

AMD's new Bobcat CPU architecture is more forward looking, but by going up against Pinetrail and low-end notebooks, it looks perhaps better than it is.

AMD will follow the trail that has been forged here, though. Over the last 12 months, Intel has moved up the value chain with its CPU-die graphics. Arrandale brought the technology to Core i3 and Core i5 chips, and while the launch of Sandy Bridge at CES may have been spoiled by the swift recall of compatible motherboards, it was still briefly triumphant.

Faster and cheaper than the outgoing Nehalem architecture, Sandy Bridge is eminently suited to heavy lifting tasks that can harness the parallel pipelines of GPUs, such as video and photo-editing. The implications for mobile workstations alone are a little mind numbing, and more than one commentator believes it augurs the death of the discrete graphics card.

The single silicon future isn't quite upon us, however. Without wanting to put a timescale on things, the chances are PC Format readers will still be buying add-in GPUs for a while yet, for one reason and one reason only. Integrated graphics of any sort are and always have been rubbish for gaming.

Fusion and Sandy Bridge may still have that new chip smell about them, but they've been in the public eye for a long time. Fusion was formally announced to the world in 2006, around the same time that AMD purchased graphics firm ATI. Sandy Bridge appeared on Intel's roadmaps a year or so later.

Familiarity should not breed contempt, though. It's hard not to be excited by what is arguably the biggest change to PC architecture for 20-plus years. This new approach to chip design is such a radical rethink of how a computer should be built that AMD has even come up with a new name for it: goodbye CPU, hello Accelerated Processing Unit (APU).

While we wish AMD the best of luck trying to get that new moniker to bed in, it is worth digging around on the company's website for the Fusion launch documents. The marketing has been done very well - the white paper PDF does an excellent job of explaining why putting graphics onto the processor die makes sense, and you can find it in a single click from the front page.

By comparison, Intel's site is more enigmatic and downplays the role of on-die graphics. The assumption seems to be that those who care already know, but most consumers are more interested in the number of cores a chip has.

The next big thing?

That's fair enough: computers are commodities now and a simple 'Intel Inside' has always been the company's best way of building its brand. It also works as a neat way of avoiding hubris.

In the world of PC tech, it's hard to work out what the next big thing will be and what is going to blow.

Nvidia

BATTLE LINES ARE DRAWN: Nvidia has some challenging times ahead

The CPU/GPU hybrid seems like a no-brainer, but a lot has changed in graphics since 3dfx first introduced the masses to the 3D video co-processor. It's been 15 years since Voodoo boards began to transform the sprite-based world of PC gaming, and with almost each new generation there's been some new feature that's promised to change the world.

Some of these breakthroughs have been welcome, and rightly gone on to achieve industry standard status. Routines for anti-aliasing, texture filtering and hardware transform and lighting were early candidates for standard adoption, and we now take it for granted that a new GPU will have programmable processors, HD video acceleration and unified shaders.

Other innovations, though, haven't found their way into the canon. At various times we've been promised by graphics vendors that the future lies in technologies that never picked up strong hardware support, such as voxels, tiling, ray tracing and variously outmoded ways of doing shadows.

Then there are those fancy sounding features that seem to have been around forever but still aren't widely used, such as tessellation, ring buses, GPU physics and even multicard graphics.

On a minor - related - note, hands up if you've ever used the digital vibrance slider in your control panel. Thought not.

All of which is not to say that Fusion and Sandy Bridge won't catch on. According to the roadmaps, it's going to be pretty hard to buy a CPU that doesn't have the graphics processor built in by the end of this year.

First-generation Core architecture chips are rapidly vanishing from Intel stockists, while AMD is expected to introduce a mainstream desktop combination chip, codenamed Lano, this summer with a high performance pairing based on the new Bulldozer CPU sometime in 2012.

If you buy a new PC by next spring it'll almost certainly have a hybrid processor at its heart.

There are three big advantages to hybrids. The first is that they're self-evidently very cost effective to manufacture compared to separate chips for the CPU and graphics and all the circuitry between.

Core i3

CORE I3: The first Sandy Bridge CPUs have an Intel HD 2000 performing the graphical grunt - or lack thereof

For similar reasons, they also require less power - there are fewer components and interconnects that need a steady flow of electrons, and even on the chip die itself Sandy Bridge and Fusion allow more sharing of resources than last year's Pinetrail and Arrandale forebears, which put graphics and CPU on two separate cores in the same package.

Finally, slapping everything on one piece of silicon improves the performance of the whole by an extra order of magnitude. Latency between the GPU and CPU is reduced - a factor very important for video editing - and both AMD and Intel are extending their CPU-based abilities for automatic overclocking to the GPU part of the wafer too.

It goes without saying that these advantages will only be apparent if you actually use the GPU part of the chip. But you can have the best of both worlds: switchable graphics such as Nvidia's Optimus chipsets are well established in notebooks already, including the MacBook Pro. These flick between integrated and discrete chips depending on whether or not you're gaming, in order to save battery life or increase framerates.

That's not really a technology that will find much footing on the desktop, where the power saving would be rather minimal for the effort involved, but that's not to say there are no opportunities there. A 'silent running' mode using the on-die GPU would be invaluable for media centres and all-in-one PCs, for example.

More importantly for us, once every PC has integrated graphics there's every likelihood that some GPU-friendly routines that are common in games - such as physics - could be moved onto there by default. It'd be better than the currently messy approach towards implementation of hardware acceleration for non-graphics gaming threads.

Can't do it all

That scenario, however, depends on an element of standardisation that may yet be lacking. Sandy Bridge contains an HD 3000 graphics core which, by all accounts, is Intel's best video processor to date.

HD 3000 is very good at encoding and decoding HD video, plus it supports DirectX 10.1 and OpenGL 2.0. That means it can use the GPU part of the core to accelerate programs such as Photoshop, Firefox 4 and some video transcoders too.

The problem is that, as has become almost traditional, Intel is a full generation behind everyone else when it comes to graphics. It's still living in a Vista world, while we're all on Windows 7. Don't even ask about Linux, by the way, as there's no support for Sandy Bridge graphics at all there yet (although both Intel and Linus Torvalds have promised it's coming).

Fusion, by comparison, has a well supported DirectX 11-class graphics chip based on its current Radeon HD6000 architecture. That means it supports the general purpose APIs OpenCL and DirectX Compute. Sandy Bridge doesn't - which may delay take up of these technologies for the time being.

GPCPU diagram

THE TIMES ARE A CHANGING: This is arguably the biggest change to PC architecture in two decades

Conversely, Sandy Bridge does feature the new Advanced Vector Extensions (AVX) to the SSE part of the x86 instruction set. These are designed to speed up applications such as video processing by batching together groups of data, and won't be in AMD chips until Bulldozer arrives later this year.

You'll need Windows 7 SP1 to actually make use of AVX, mind you. But by the time applications that use them appear, most of us will be running that OS revision or later.

Gaming performance

All this is academic if you're just interested in playing games. A quick look at the benchmarks will show you that while the HD 3000 is better than its predecessors for gaming, it's still not much fun unless you're prepared to sacrifice a lot of image quality.

By comparison, the first desktop Fusion chips - codenamed Llano and based on the current K10 architecture - will have more in the way of graphics firepower. But an 80 pipeline Radeon core is still only half the power of AMD's most basic discrete card, the HD6450. We wouldn't recommend one of those, either.

Feedback from games developers we've spoken to has been mixed so far. On the whole, they have broadly welcomed hybrids, and some have gone as far as saying that Sandy Bridge will meet minimum graphics specifications for a number of quite demanding games. Shogun 2 and Operation Flashpoint: Red River are good examples of this.

Ultimately, though, developers are interested in hitting these system requirements because it opens up a large market for their games among laptop owners. As far as innovation goes, the cool kids still code at the cutting edge.

What of the future?

You might be tempted to point out that it's early days yet, and CP-GPU hybrids - for want of a better phrase - are still in their infancy. Give it a couple more years and the discrete graphics business could be dead.

John Carmack himself recently noted that he didn't see any big leaps for the PC's graphical prowess in the near future. That gives combination processors time to catch up, doesn't it?

Well, here are some numbers to convince you otherwise. Moore's Law says the number of transistors that can be cost effectively incorporated inside a chip will double every two years. A four-core Sandy Bridge processor with integrated HD 3000 graphics packs around 995 million transistors. According to Intel's oft-quoted founder, that means that we could expect CPUs in 2013 to boast 2,000 million transistors on a single die.

Sandy bridge

SANDY SILICON: Sandy Bridge is eminently suited to heavy-lifting tasks such as video and photo-editing

Sounds like a lot, until you realise that 2009's Radeon HD5850 already has a transistor count of 2,154 million - which would all have to be squashed onto a CPU die to replicate the performance levels.

By applying Moore's Law, then, it'll be at least 2015 to 2016 before you'll be able to play games at the resolution and quality you were used to 18 months ago. What are the odds of seven-year-old technology being considered more than adequate as an entry level system? Not high, are they?

By that reasoning hybrid processors are going to struggle to ever move up into the 'mainstream' performance class. You see, even though graphics engine development has slowed down considerably in recent years, games are still getting more demanding. Even World of Warcraft needs a fairly hefty system to see it presented at its best these days. Just Cause isn't a spectacular looker, but it can strain a respectable system beyond breaking point if you turn all the graphical settings up and the pretty bits on.

We're also finding new ways to challenge our hardware: multi-monitor gaming is now so common it's included in Valve's Steam Survey. That means higher resolutions and more anti-aliasing, neither of which are cheap in processing terms.

And even if Moore's Law were somehow accelerated so that in five years' time integrated GPUs could be cutting edge, a 4,000 million transistor chip is an enormous undertaking that would be expensive to get wrong. Yields would have to be exceptionally good to make it financially viable - it's a much safer bet to produce separate parts for the top performance class.

What's more, high graphics chips are incredibly different to CPUs in terms of manufacture and operating environment. They're almost mutually exclusive, in fact.

A Core i7, for example, consumes less power and runs much colder than a GeForce GTX570. Could you get the same graphics power without the 100ÂșC-plus heat? Unlikely.

The tolerance for error is also much lower - if a single pixel is corrupted on screen because the GPU is overheating, no-one notices, but if a CPU repeatedly misses a read/write operation you have a billion dollar recall to take care of.

The GPU is dead

It would be lovely to be proved wrong, though. If a scenario arises where we can get the same sort of performance from a single chip - with all the overclocking features - that we currently enjoy from the traditional mix of discrete GPU and dedicated CPU, then we'd be first in the queue to buy one.

Right now, though, both Nvidia and AMD reported growth in their graphics divisions during 2010, despite the appearance of Intel's Arrandale hybrids early in the year. Perhaps this is the more likely outcome: it's easy to envision a world in, say, a decade or so, when the market for PC 'separates' is similar to the hi-fi one.

Because after a century of miniaturisation and integration there, valve amps are still the apeothesis of style and performance. In other words, a CPU/GPU hybrid chip may be good enough one day, but it won't be the best. And that is what we will always demand.




View the original article here

Saturday, April 16, 2011

In Depth: Apps: the future of tech or a passing fad?

App - seldom has such a small word had such a big impact. It's always on the lips of tech's biggest and brightest firms: Apple, Microsoft, Google and BlackBerry. Smartphones, tablets, TVs, fridges, cars: if your devices don't already sport the ability to run small, slick, one-trick programs, then the option is only an upgrade away.

The term has become so ubiquitous that the American Dialect Society - a learned group dedicated to the study of the English Language in America - dubbed 'app' its 2010 Word of the Year.

In case you're interested, it fended off stiff competition from the Cookie Monster's 'nom'. Praise indeed.

But what exactly is an app? Is 'app' really nothing more than a slightly irritating, cutesy term for 'application', or are apps indeed distinct from the software we PC users have enjoyed since the days of DOS? How will they affect the future of computing?

If you're interested in the etymological origins of the word 'app', you can probably thank Apple CEO Steve Jobs. Apple began propelling the word in the popular consciousness in 2008, but Jobs' love of the term dates back to the 1980s and NeXT.

Back then it was one of his favourite terms, presumably due to its friendliness compared to the Microsoft-endorsed 'software program' and the middle-ground 'application'.

A state of mind

Colin Walsh, owner of Celsius Game Studios, thinks apps aren't so much about a shift in software as about how people think about it:

"We've always had apps in the sense of focused programs that do one thing well. But because of the nature of portable devices, which by their design force a single-app/single-purpose user model, more people and more developers now think about specialised applications."

Walsh thinks this is good, because it's forcing the market away from "bloated monstrosities that do a whole bunch of things poorly," resulting in better software. This in turn engages people who wouldn't otherwise interact with many products, often encouraging them to source their own.

Mat Gadd, a software engineer at Advance IT Group says people in his office have long referred to 'applications', but now his mother - who is in her 50s - has an iPhone 4 and knows what an app is.

"For her Windows PC I had to install software for her, but now she calls me to chat about the latest and greatest app she's discovered and started using on her iPhone," he says.

For developers, this rapid shift in climate is quite a lot to take in, and it points to an unfamiliar future. "As Apple has embraced the mainstream consumer, apps are seen as the same as any other piece of media you can buy through iTunes - a true commodity rather than some artisan creation," explains James Thomson, founder of Mac (and now also iOS) developer TLA Systems.

"Some people will appreciate the craftsmanship involved, and truly excellent software will always find an audience, but we're no longer selling to the same technical hobbyist market we might have sold shareware to a decade or two ago."

Thomson's comment, with its overt consumerist angle, happens to echo the thoughts of Ian Bogost. In his blog post 'What is an app?', Bogost expands on the American Dialect Society's definition of 'app' as "the shortened slang term for a computer or smartphone application" by suggesting that it's also the applications themselves that are shortened and colloquialised.

Mac app store

MAC APP STORE: In making apps simple to buy, Apple has reinvigorated the software market

Instead of software suites - equivalent to a massive CD boxset aiming to cover everything and everyone - apps are more akin to singles. They're bite-sized, one-purpose applications, built for a specific function.

And mirroring what Apple did to the music industry, breaking the market into pieces and giving people somewhere to shop for the bits, Apple broke software into its component parts too, creating an App Store to provide users with a quick-fix solution to almost any problem.

An Apple a day

You might think that, with apps individually being more focused than traditional applications, you'd end up with a more coherent system, but the reality is more complicated.

Due to the typically isolated nature of an app, the notion of system-wide coherence is becoming deprecated in the app age. Logic Colony software developer Krishna Kotecha reckons this distinction between applications and more tightly focused apps will become "increasingly pronounced", although the focus and simple interfaces of apps will let typical users "get the most out of their software".

Certainly, usability has been key from the start with Apple's app model. Walsh argues that Apple "saved the mobile software ecosystem from itself", and says that before the App Store, it was incredibly difficult to sell apps.

The App Store deals with payment and distribution, along with making apps more discoverable. As iOS developer Jedrzej Jakubowski enthuses, "Customers are trained and encouraged to buy apps on a regular basis, which they can do in a very simple fashion."

Kotecha adds that even the much-criticised review process and 'walled garden' aren't a problem. "Unless you want to play fast and loose with platform development rules, private APIs, or user privacy. Apple has done a good job protecting the value of the iOS app ecosystem for both users and developers, because users don't experience the problems that break their PCs, such as malware and spyware. Users aren't afraid of buying and installing apps, and that's a really powerful thing."

Despite coming from the more open Mac development environment, Thomson agrees, and adds that the walled-garden criticism is overplayed: "Apple has found a good middle ground between the PC and games console approaches to software distribution. We can put apps in front of a broad consumer audience, and while there are restrictions, there aren't as many as if you wanted to write for, say, a Nintendo handheld."

A bad Apple

Aside from the well-publicised review process, the App Store has some shortcomings that impact on existing products, but these also point to how Apple may improve its offering in the future.

Thomson would like to see more flexibility in pricing, with the ability to offer upgrades - a common source of friction with users - although he concedes that this this is "perhaps a sign of old-school thinking, given that Apple now rarely offers upgrade pricing on its own products".

Elsewhere, although the app-buying process is discoverable, apps themselves are trickier to unearth due to the sheer number available and Apple's relatively limited search functionality; Thomson notes that many people rely heavily on the charts to 'discover' apps, often keeping a very limited number of products selling well and condemning the remainder.

There's also a tendency for app prices - especially for games - to 'race to the bottom', which has trained users to expect apps to cost 99 cents, or 59p. These needn't be considered entirely bad things.

As developer Neil Inglis points out, "from a consumer standpoint, the two big things are cheap apps and an almost endless supply of apps - I can't remember the last time I looked for an app to perform a task and couldn't find something".

However, because of the difficulty in recouping development costs, there's a tendency for many apps to be very simple, hastening the atomisation of software. This direction means things are going to be tough for any app that's not marketable to a widely understood niche, relegating general or experimental apps to relative obscurity.

Facebook app

FACEBOOK: Well-designed apps can simplify and improve the user experience of more complex web services

But atomisation can be a benefit to developers and users alike, assuming an app has a real use. As Kotecha explains, "It keeps apps focused tightly on one thing, and focused apps aren't a bad thing at all, because most non-technical users barely use a fraction of the functionality available on their desktop applications."

Perhaps as a result of this shift, cross-pollination is increasing between Apple systems, mostly with concepts from iOS infiltrating Mac OS X. This, along with the massive success of the App Store, meant it was inevitable that Apple would bring the 'app' model to the desktop.

Announced in 2010, the Mac App Store arrived in January 2011, and although only available to a minority of Mac users (those running Snow Leopard who have updated the operating system to version 10.6.6), the store had over a million downloads within its first day.

As on iOS, the Mac-based store distils the process of purchase and installation down to a couple of clicks and a password, and it also potentially increases exposure for apps, along with dealing with the supply chain, freeing developers to concentrate on other things. (Because of this, several long-time Mac developers took only a few days to go Mac App Store-only with their products.)

It's clear that this is where Apple sees the future of apps on the desktop. Unlike the iOS App Store, the Mac App Store isn't the only way to install third-party applications, but Thomson argues that "it will soon be the default way most Mac users find and buy software".

Gadd agrees, pointing to a potentially rosy future for developers as users realise they can click on a Dock icon, then, without much effort, "find an app to do a specific task more easily". He adds: "Since users can search, browse and buy securely within one application, that'll make them feel more at ease. You'll be less likely to find people worrying they'll 'break' the computer if they download something."

Dumbing down

Although a success, big names like Microsoft and Adobe were notably absent from the Mac App Store's launch; elsewhere, popular utilities like Default Folder X are barred for not adhering to Apple's relatively strict rules regarding the type of application allowed for sale in its store.

It was also notable that most launch products were casual games or simple utilities, often ported from iOS. Plenty disregard or break Mac conventions, threatening a cornerstone of usability on a windowed system: consistency - knowing what's likely to happen when you perform a certain action.

Those worries have been compounded by demos of Mac OS X Lion, which champions an iOS-like full-screen app view, devoid of dock, windows and taskbars, leading to what some call the 'appisation' of the Mac - a dumbing-down that could spell the end of traditional computing if Microsoft subsequently follows suit.

Some developers shudder at this prospect. "A desktop computer isn't a tablet or a phone - the interaction model is different and only certain apps benefit from the full-screen approach," argues Walsh, who hopes the windowing model remains.

Others aren't so sure, suggesting that Apple's app model could soon become commonplace throughout the computing world. "The atomisation is a good thing," says Jakubowski. "Prices go down, apps are more focused and are better at what they do. Competition increases, leading to more well-designed apps."

Kotecha also isn't against Apple's plans: "Full-screen apps are the way to go on smaller devices, where window management is frustrating." As computing becomes more mobile and portable, Jakubowski expects the app model to take hold, relegating the application window to a niche "desktop computer world" where the "hassles of window management and filesystems will stay in an environment where they still matter".

Store wars

Of course, Apple is hardly alone in the battle of the apps. Although arguably the leader in the field - a surprising turn of events in itself, given Apple's relatively niche position on the desktop-other companies are fighting back.

Chrome web store

OPEN BOOK?: The Chrome Web Store may be online, with a selection of web apps, but it's not nearly as open as what Mozilla's planning to launch in 2012

Google in particular has risen to the challenge, although it's clear that the search giant's vision for the future of apps is wildly different from Apple's own. Where Apple seeks to control and enhance user experience by way of curation, emphasis on quality and a single place to purchase apps, Google's primary motivation remains ad revenue.

Therefore, in Google's mobile offering, Android Market is almost the polar opposite of Apple's App Store: there's barely any curation, open (albeit often minor) intellectual property breaches are rife, and, crucially, it's not the only place Android users can download third-party software for their devices.

Various carriers offer storefronts, and even Amazon is prepping an Android store. But as much as Apple's stance regarding apps is propelling the concept forwards, there's some consensus that Google's efforts do the opposite.

Android users typically remain apathetic towards apps, not caring about them or citing usability and quality issues. "Part of the problem is [that] it's tough for developers to test apps across the different device and OS combinations on the market," explains W3i cofounder Robert Weber. "This leads to crap getting out into the market - Google should focus on providing better tools to Android developers for testing."

There's also been the thorny issue of payment mechanisms; in stark contrast to the App Store, with its millions of credit cards linked to iTunes, Android Market initially only enabled US and UK developers to offer paid apps.

Value for money

The payment situation has slowly improved, but user experience is now such that 'free' is the expected price for mist apps.

While advocates of open software laud this notion, Kotecha thinks it's detrimental to the platform as a whole. "Quality apps take time to build," he says. "There must be a clear monetisation mechanism for app development if a platform wants quality apps."

Without this, the perception of Android apps - indeed, apps as a whole, given that Android is gaining traction and now leading the way in smartphone market share - could become one of low quality and poor usability.

Zattikka producer Robin Clarke thinks this kind of lowbrow, anything-goes ecosystem leads to "a situation where nobody is willing to stick their neck out and invest in making their offering good enough to be the de-facto standard," and hopes Google will "lead by example and make Android Market competitive with the iOS App Store."

It's possible that Amazon could take up that particular challenge, since its vision of an Android app store appears closer to Apple's store than Google's, with app-screening and an emphasis on quality. And while Amazon will discount apps as and when it sees fit, quickfire discounts are common on Apple's stores, too.

If this is indeed what transpires in 2011, it will likely revolutionise Android apps and perhaps dismiss the belief that apps should be free. Weber reckons Android developers will finally start making some decent money, prompting more developers to take an interest in the platform, increasing competition and raising the quality of apps.

And Weber adds that the scenario also provides a major advantage over Apple, in that by offering competing but 'fragmented' distribution points, a "higher quantity of developers can get a piece of each of those distribution points," rather than on iOS where there's only one store with one set of charts.

Heading online

With fragmentation affecting monetisation, usability and the public perception of apps as useful, you'd think a trend towards a locked-down Apple-style approach would be inevitable. But some in the industry would prefer to obliterate the concept of locking down apps for good.

Brain

BEST OF THE BEST, SIR!: AppBrain.com aims to present the best of the Android Market

The main driving force behind this model is Mozilla, which wants to leverage open web standards with its Open Web Applications concept, and create an app ecosystem that isn't reliant on any one device or locked down to any one store. This would remove Apple-style censorship and carrier lock-ins (Android itself may be touted as 'open', but carriers regularly block stores and services from Android devices or force their own products to act as the main entry point to apps).

Pascal Finette, Director of Mozilla Labs, claims that web apps also offer additional benefits: "From a developer perspective, they dramatically lower development costs and often complexity, especially when a developer wants to target multiple platforms - there's no porting an Objective C iPhone app to Java in Android. For users, web apps provide similar functionality to native apps, but allow for portability - you can take an app from desktop to mobile and vice versa."

In the cloud

Finette optimistically believes that, in the mid-to-long-term, the vast majority of apps will be written on top of the Open Web stack, but this isn't yet a popular viewpoint.

Despite being a month older than the Mac App Store, the Chrome Web Store is already seemingly floundering: unable to drive traffic to developers, sales have been described rather generously as 'lacklustre' in the technology press - and monetisation isn't the only problem it's facing.

"Apple's app model destroyed the advantage of pure web apps compared to native code," argues Kotecha. "The biggest problems native apps had were discoverability and reliability in terms of impact on the system," he explains.

"But iOS dealt with those problems, and you can now have an app running on a mobile device that talks to a server and stores data locally, but that also provides a rich user experience. Comparatively, web apps seem like a very weak proposition. Native code will always allow a developer the freedom to be more creative in their software development."

Similarly, developers seem dismissive of those who advocate 'open' and cloud storage as the only future for apps. "'Open' is the most meaningless word in the tech industry today," grumbles Kotecha. "Where it's being used, you don't need to look very far to see someone's business agenda at play - when Mozilla says 'install anywhere', it means 'install anywhere Mozilla technology can be installed'."

And while Gadd says that he'd "love for there to be some form of reliable, always-on connectivity," such things aren't, and may never be, entirely viable: "Between ISP failures, power failures and lack of mobile coverage alone, relying on being able to reach a remote service to do any work is asking for trouble."

On storage, Kotecha says pitching 'cloud' versus 'local' is a red herring: "Users and apps will use both the cloud and local storage. Even if cloud-based technology becomes widespread, the need for local storage isn't going anywhere -after all, you still carry a wallet with you, even though you have a bank account."

And a similar hybrid approach is likely to be how apps evolve, thinks Weber: "Especially on mobile, native clients with web functionality will dominate, despite all the hype about HTML5 apps stealing the limelight away from existing native mobile apps."

Looking at the app market to date, iterative changes are predictable: the best iOS apps will continue to evolve, remaining focused and usable, but increasing in sophistication, enabling users to perform increasingly complex tasks.

Android will follow suit to some extent, perhaps driven by Amazon at the high end, and Google flooding the market with free, ad-supported apps.

Mobile stores on other platforms will see rapid growth as hardware improves and lessons are learned from market leaders, and while browsers won't take over, they will expose new features to apps and offer richer experiences for those choosing to favour web apps.

App to the future

It remains to be seen whether Android's market-lead will result in a shift in emphasis regarding target platforms, leading to more demand for tight-budget, cross-platform development, resulting in compromises on iOS; Kotecha thinks it's feasible the app approach will simply raise everyone's game, "driving mainstream users to be more demanding of user experiences in all areas they encounter software".

Train times

FOCUSSED FUNCTION: Apps often force focus on one task, rather than being everything to all

Windows is perhaps the platform that could benefit most from such thinking, and rumours of an app store for Windows 8 abound. Walsh wonders whether Microsoft could use an app store to distance itself from past accusations of vendor lock-in and monopoly abuse by directing users to third-party software from day one.

"Couple that with the potential for keeping people on Windows and the money they could make in the process, it's pretty much a no-brainer for the company," he thinks. "That being said, I've little faith in Microsoft getting it quite right first time, but they'll keep at it until it's decent."

Gadd adds such a store could also reduce viruses and malware on Windows PCs, if Microsoft adopted an approvals process akin to Apple's and pushed its app store as the default.

TV or not TV?

The other major platform being touted as perfect for apps is television. "But TV is a difficult fit for apps, apart from games and passive media," says Walsh. "The use-case just isn't there - no one wants to browse the web or edit documents on their TV, and I think that has to do with how TVs are situated in many homes as an entertainment device and not a 'work' device. Maybe that will change, but I'm not holding my breath."

Kotecha quips that the same platform that has successfully dominated TV will continue to do so: TV programmes, rather scuppering the long-held belief that convergence would inevitably lead to the emergence of a dominant platform, and that platform would be the television. It's the app economy that's destroyed this idea.

The smartphone boom has made people realise once again that they want different devices for different tasks: social networking, music and gaming on smartphones; reading and light work on tablets; more complex tasks on desktop PCs.

No one device can do all these things satisfactorily. However the app economy has also driven a thirst for single-purpose, focused apps, services can more easily thrive across multiple platforms.

"I don't think that any one device or system will dominate the market," concludes Jakubowski. "Rather we'll see a multitude of devices with certain services available on all of them, delivered through apps."




View the original article here

Friday, April 15, 2011

In Depth: iPad 3 rumours: what you need to know

The iPad 2 is out, and the rumour factory's already moved on: it's predicting iPad 3 specifications including chips, cameras and retina displays - with a little bit of help from mysterious, unnamed people who can't possibly be identified.

How very convenient. So what's the word on the street about the next iPad?

The iPad 3 release date is September 2011

This is the biggest rumour of all: an iPad 3 mere months after the iPad 2. An unnamed Apple employee says that the iPad 2 was a bit of a rush job, and "the third generation iPad is the one to make a song and dance about."

Respected Apple watcher John Gruber added fuel to that particular fire by strongly hinting that the iPad 3 release date will be in September.

Gruber, who was musing about the HP TouchPad's potential summer release said: "Summer feels like a long time away.

"If my theory is right, they're not only going to be months behind the iPad 2, but if they slip until late summer, they might bump up against the release of the iPad 3."

If Gruber is right about this and the iPad 3 features in an Apple autumn line-up, then it looks like Apple is going to start offering a new iPad every six months.

The iPad 3 UK release date is a mystery

With Apple apparently unable to meet demand for iPad 2, we'd expect a staggered release date for the iPad 3 too: if the US gets the iPad 3 in September, we'd expect the UK iPad 3 release date to be in October, or possibly even November. Apple won't want to miss the Christmas period, but the US comes first.

The iPad 3 specs include a dual-core processor

It's possible that the iPad 3 will have a brand spanking new processor, Apple's A6, but if the rumoured release date is correct then time is awfully tight: we'd certainly expect to see an A5, not an A6, in the iPhone 5 when it turns up this summer.

Apple may well surprise us, of course, but we'd expect to see the same processor and graphics as the iPad 2 in the iPad 3: an A5 processor with PowerVR SGX543MP2 graphics. This one comes down to the iPad 3 release date: if it's 2011, expect an A5. If it's 2012, expect a faster A6.

The iPad 3 features include a retina display

This was widely predicted for the iPad 2, but of course the current iPad doesn't have a double-resolution display: for now, that's something you'll only get in the iPhone 4. Could a Retina Display be one of the features Apple didn't quite get into the iPad 2? Could be! It's the very first thing on our iPad 3 wish list.

The iPad 3 hardware could include an NFC chip

Apple's very interested in Near Field Communications, and one particularly tasty rumour at Cult of Mac suggests that the iPhone 5 will use NFC to take over nearby Macs, enabling you to use your data and settings with a flick of the wrist. Since the iPad 3 will follow the iPhone 5, if NFC's in one it'll probably be in the other too.

The iPad 3 specifications will include more storage

The iPad 2 has the familiar 16/32/64GB storage options, but as flash storage comes down in price a 128GB option for the iPad 3 isn't impossible - although that might depend on the current horrible situation in Asia, where the tsunami has caused chaos in parts of the electronics industry.

The iPad 3 features could include a Thunderbolt port

Two generations of USB-free iPads suggest that Apple just isn't interested in adding one, but the new Thunderbolt port found in the 2011 MacBook Pro could be another story: it's a combined accessory/display connector with astonishingly fast performance.

The iPad 3 may live in the cloud

This has been talked about and leaked about for so long that, on the same principle that even a stopped clock is right twice a day, it's bound to come true eventually: a cloud-based MobileMe for storing your stuff on Apple's servers. A new iPad with iOS 5 and a new MobileMe would be lots of fun.

The iPad 3 specs might include an SD card slot

This was widely predicted for iPad 2 and, like the retina display, didn't materialise. One for version 3, perhaps? Using a separate adapter to read camera cards is rather inelegant and clunky.

The iPad 3 specification should include a better camera

The rear-facing camera on the iPad 2 isn't brilliant: an iPhone 4 camera and flash would do nicely.

The iPad 3 could feature a carbon fibre case

Apple has hired a carbon fibre expert, senior composites engineer Kevin Kenney, fuelling speculation that the next iPad could be encased in the lightweight material.

The iPad 3 price might be higher than the iPad 2

The iPad 2 didn't herald a price hike, but if the iPad 3's coming in September we don't think a massive iPad 2 price cut is very likely - which suggests that if the iPad 3 does appear then, it might be more of an iPad Pro - with a price to match.




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In Depth: How Mac apps are transforming world sport

Say you were to meet former England rugby captain Steve Borthwick in a bar - what would you talk about once the rugger conversation dried up?

Well, you could bring up the subject of Macs, seeing as they play a key role in helping him - and hundreds of other elite athletes - prepare for their big games.

In football, you'll find Macs at Manchester United, Tottenham Hotspur and Everton, to name just a few Premiership sides. The England national team also uses them, as do the majority of top rugby union sides, national basketball teams and the West Indies cricketers.

With the help of highly trained performance analysts and software written specifically for the Mac, the Apple gear is vital in providing feedback to players about their performances, both during matches and training, as well as post-match. Not only that, it has become a key tool in preparing teams for forthcoming opposition tactics.

The analysis software of choice is Sportstec's SportsCode, which has been Mac-only ever since the company started a decade ago. Sportstec's UK CEO Jon Moore, himself a former rugby coach and analyst with the Welsh Rugby Union and Bath Rugby, revealed that there was only ever one choice of computer for SportsCode to run on.

"The basis was choosing a platform that was going to give us the functionality range that we wanted to achieve," he explains. "There was no question the Mac was going to give that cutting edge. It doesn't crash, it handles video, it compresses while we're in the middle of a performance and it enables us to have information immediately available to coaches during and after a performance."

From LA to Cardiff

A glance at Sportstec's list of clients tells you that performance analysis is a seriously big deal in elite sport. As well as the teams we mentioned above, other users include Chelsea and Liverpool football clubs, David Beckham's LA Galaxy, FIFA, the majority of the top NBA basketball teams and the English national cycling team. Taken together, that's a lot of Macs in high-up places, so we decided to go to the epicentre of the revolution to find out what all the fuss is about.

Tucked away in a quiet suburb of the Welsh capital at the University of Wales Institute Cardiff (UWIC) is the Centre for Performance Analysis (CPA), which is leading the way in performance analysis research and teaching. It's here that a dedicated team of top coaches, analysts and technicians is constantly pushing the boundaries of performance analysis, and training the next generation as part of their postgraduate courses.

From the moment you walk in, it's clear they love anything Apple-related. As we sit in a lab full of the latest 21-inch iMacs, coaches come and go with iPads tucked under their arms or iPhones pressed to their ears. Even the routers are Apple AirPort Extremes, selected in favour of cheaper alternatives for the simple reason that they work so seamlessly with the rest of the Apple kit.

SportsCode's a complex and powerful bit of software that's been designed with ease of use in mind so analysts, coaches and players alike can use it. Before a match or a training session, coaches work with analysts to determine what aspects of play they want to focus on and this is coded into what's called a template.

So in basketball, one such example could be every time a player blocks an opposition's shot. As play begins, a live video stream is fed from a DV camera into the analyst's Mac. With footage rolling in, the analyst attaches appropriate tags to the video. That way, when the coach wants to see all occasions when shots were blocked by opponents, he can watch all the clips one after the other, with no need to rewind or fast-forward long reams of footage.

Given time, this can lead to a huge database of clips that players and coaches can look back on, to gauge progress over a period of time.

Model pros

The assistant coach of the Great Britain women's basketball team, Damian Jennings, is in no doubt about the importance of the Mac's role in performance analysis.

Damian jennings

MACS AT WORK: Basketball coach Damian Jennings talks us through some of his recent match analysis

"After four years of using the Mac for performance analysis at UWIC, it's become part of the fabric of what the players do here," he explains. "The interesting test was last summer, when I took it to the GB team for the first time; they were blown away by it. They're used to watching VHS video, but with this we're able to get a Minority Report-style screen of various footage coming up of different situations.

"What the Mac and SportsCode enable you to do is get information fast and instantly respond to players' questions - perhaps about us getting out-rebounded by the opposition - rather than saying 'I'll get back to you tomorrow'. It becomes interactive, so they can ask to see specific aspects, and we can do that at the touch of a button," Jennings says.

As we chat to various coaches, it becomes clear that selling the idea of performance analysis with SportsCode has been made infinitely easier by the fact it runs on Macs.

"If you look at what computers all the players have, they've all got Macs," Jennings enthuses. "Last night we had a performance analysis session where they had to take notes, and about half of them were writing on Macs as opposed to hand-writing."

"It's trendy, isn't it?" Moore agrees. "Everybody wants a Mac, and when you realise how easy and intuitive it is to use, it only takes a short spell with a young player to show them what a Mac can do compared to a PC.

"The players have often got iPhones anyway, so the Mac's an easy sell. It's about lifestyle and empowerment - I was a carpenter and joiner, then for over 20 years I was a professional coach before I became manager of this software. I've come through various different types of employment, but I can manage my own web page, I can video stream - Mac means empowerment."

The Mac bug has bitten plenty of players after they witness the machines used in their performance analysis. Moore goes on: "I've got young players who I mentor, and I use iChat and video chat with them. I can be 200 miles away, sharing their desktop and showing them vital critiques of their game. Tell me how I could do that on a PC without it being too complicated…" He pauses to allow for a response, but you can tell he doesn't expect an answer.

Darrell Cobner, the Director of the CPA who worked with the English rugby union team that won the World Cup in 2003, reflects on his experience.

Darrell cobner

WINNING COMBINATION: CPA director Darrell Cobner worked with the English rugby World Cup-winning side in 2003

"If you go back to when I was with England rugby, you had the old guard who have been in the game for a long time, who know it inside out and know what they're doing. They probably don't need performance analyses because they're going to reflect on their own performances. But with some of the younger groups, such as the under-21s, you're exposing them to it when they're a bit more familiar with computers in the first place.

"One player who really got to grips with the lineout side of it was Steve Borthwick. He'd take a collection of opposition lineouts and got in amongst the video to know what they were going to do against us," Cobner explains.

The new breed

A smile comes across Moore's face at the mention of the former England Captain. "At that time, I was the Forward and Scrum Coach at Bath," he says. "Steve was one of the first players to say 'I'm buying a Mac'. He was then asking if he could take the footage home to look at. He was the new breed of professional who understood he was investing in a Mac and investing in his future.

"And it made a difference. He was a player who'd just broken into the first team, and we would count his significant moments in a game. When he started, he'd just be breaking into double figures. But studying and looking at situations, and working with the Mac and software to understand how he could deploy himself better, he went up to 30-plus moments in a short period of time," Moore enthuses. "He was the first player to say 'Where's the game, where are my individual moments? Jon, will you sit down with me and go through them?'

"And through that period of sitting with him, we ended up setting up a room where the players could come to look at footage."

Players reviewing and analysing their own footage is something several coaches touch on, and the simplicity of the Mac platform is one of the key enablers. Huw Wiltshire, who spent many years with the Welsh Rugby Union, most recently as their performance manager, is a big advocate of the difference it has made to modern athletes.

Training tool

TRAINING TOOL: The CPA is the training ground for the next generation of top performance analysts

"When you get players reviewing their performances, you know you're getting the right message through to people, because you've got a player being proactive to the point where they want to generate their own self-analysis or an analysis of the opposition. It's leading us to more self-sufficient athletes," he says.

"The difference I've seen in 15 years of professional rugby is that players are far more educated and critical in a constructive fashion.

"Ultimately, what a lot of the Mac software does is provide simple, clear direction. You don't want people paying lip service, just saying 'Oh, I've done my analysis'. You want them to use it for a purpose, and the Mac is a really powerful piece of kit from a number of perspectives. From the laptop to the iPad and iPhone, to the fact that you can sync and get a congruence between the three, it's a complete performance solution."

Wiltshire's point about Apple's portable devices brings us onto an area of analysis that's growing incredibly fast. With the iOS family, the analysts are no longer limited to providing feedback after a match or training session - they can now feed live, real-time information straight back to the coaches in the dug-out or on the practice pitch.

Basketball coach Jennings has been one of the first to try out the mobile system, and he's already a big fan. "We're using iPod touches at the moment but we hope to have iPads in the future. Half a dozen pieces of statistical information we want there and then get sent to us as coaches, and we can deal with it. Hopefully with the iPad we'll be able to get visual feedback as well," he enthuses.

Apple kit

APPLE KIT: The Apple kit they use at top sports clubs is the same gear many of us have at home

One of the apps they use is iCODA, which links to CODA, another of Sportstec's products. But a lot of the others are the same apps many of us use on a day-to-day basis, including iTeleport, which enables you to control your computer from an iPad, AirDisplay and Air Sharing.

We go upstairs to see another of the CPA's labs, this one with a range of iMacs of different ages adorning the desks, including some of the first Intel models that are now approaching their fifth birthday. It's a testament to the platform that these machines are still able to run such demanding software, even though we're told they're to be replaced fairly soon.

But it's this quality and longevity of the hardware that's totally won the CPA's technical experts over, for the same core reasons that most of us buy Macs.

"With all the software pushing the machines to the limit, they have to be high spec if you want to watch clips back, scroll through video and do compressions in the background," explains Adam Cullinane, a Performance Analysis Officer, as we sit in his office, stacked to the roof with Apple kit, past and present.

He and his colleague Lucy Holmes, the Performance Analysis Laboratory Director, spend their time pushing the Mac hardware and software to its limits. Their current project is to test an AirPort Extreme outside, so that it can be used at larger sports venues, including those where there isn't an electrical socket available.

"We don't have power at a lot of places," Holmes says. "So we've just bought a portable power unit to see if it can run an AirPort Extreme. When we can set up a wireless network out in the field, we'll be able to take everything we do indoors with the basketball and the iPads and iPod touches, and see what more we can do. We know that with the new laptops we can get a decent enough time off the battery if they're fully charged - we can do what we need to with the Macs during a game."

New applications

ADVANCED ANALYSIS: SportsTec CEO Jon Moore and CPA director Darrell Cobner are constantly finding new ways to make Macs support top athletes

So battery life is a big deal, and knowing that the CPA does use some PC-based software (the iMacs are dual-boot for this purpose), we tentatively enquire if they ever use PC laptops out in the field, away from a power outlet.

"PC laptop? That's a drinks coaster isn't it?" Holmes grins. "Under normal use, I'd probably get three or four hours out of my PC laptop, compared to double that on a Mac - I'll easily get a whole day of working on my MacBook Pro. Now you won't get a whole day doing the video stuff, but you'll get three hours or so, which is plenty for what we need when setting up for a match, plus half time, extra time - you can easily cover that.

"I've never tried doing a match using a PC laptop, and I wouldn't want to! There's no equivalent piece of software [to SportsCode] on the Windows side either," she says. "The other thing about using Apple hardware is that you don't have to trial it too much to know if it's going to work. If you've got one company making the laptops and the peripherals to go with it, they're going to design it to work."

From academic to analyst

The CPA is more than just an innovation centre in performance analysis - as we mentioned earlier, it's also where some of the top teams' analysts learned their trade. Recent attendee Darren Lewis made the short journey across the Severn Bridge to Premiership side Bath Rugby, where he's now their Head Performance Analyst.

Lewis has kept the open-access setup of iMacs that now-Sportstec CEO Moore devised, enabling the players to go and review the footage in their own time. With fellow analysts David Reed and Aled Griffiths, he is now working to stream video into SportsCode at the club's new training ground.

"We'll have multiple cameras directly feeding to the office so that training can be captured and shared live, so the coaches can be on the pitch reviewing things as they happen," Lewis says. "With the introduction of the iPad, this gives the guys the ability to almost instantly view their last actions, so it's a great learning tool.

"Our strength and conditioning department also use MacBook Pros, and it's a huge benefit to have as many people as possible on the same platform so that information can be shared with ease."

The club's match day setup is equally impressive, as the image opposite shows. "We use at least five MacBook Pros during a game, where the coaches all have the ability to review any aspect of play whenever they choose," Lewis says.

"The reliability and functionality of the Mac means we can carry out our daily tasks without the worry of the computer crashing. We use the SportsCode templates to break the game up into relevant pieces - scrums, lineouts, kicks, tackles and so on. The combined power of the Mac and SportsCode makes our lives a lot easier when we're going through training or games."

The data the analysts collect isn't just kept as tables of figures, either, and it's a testament to the power of iWork '09 that the club chooses it over other, more complex packages.

Lewis explains: "The data we collect via SportsCode is all transferred into Numbers. It's extremely similar to Excel, but Numbers allows us to create effective statistical reports really easily. They're simple to understand and visually pleasing.

Huw wiltshire

CHANGE FOR THE BETTER: Former Welsh Rugby Union performance manager Huw Wiltshire believes Mac-based performance analysis has changed sport for the better

Extra edge

"We work directly with the coaches and players, and the information is distributed to their Macs to do their homework on our upcoming opposition. Everything we do is to provide the guys with as much information as possible to put us in the best position to win."

Before he leaves, Lewis can't help but mention the players' passion for all things Mac. "They love them! On the bus to away games there are MacBooks, iPhones and iPads everywhere - I think the majority of the team owns one…"

It struck us during our visit that the reasons Macs are used in elite sport are exactly the same as why the rest of us choose them over their PC counterparts. They very rarely crash, their handling of video is second-to-none, they can multi-task and notebook battery life is stunning.

They're the same machines we all use on a day-to-day basis, and therein lies the power of your Mac.




















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