For starters screen size and resolution is the same i.e. you can have 1024x600 9-10 inch at least..
also there are tablets using some panel which can act as e-ink mode so
no backlighting hurting your eyes..
but at this you have less weight and less space ocupied as no keyboard, also less power-> less battery size, etc....
yeah I know you have 10-11-12 inch netbooks with 13xx-7xx pixels but I think there would be tablets with such resolution..
First with tablets you have touch support which is more comfortable than a netbook.. also in netbooks but not all..
also a lot they have all the phone gadgets: GPS, accelerometers, digital compass, Wifi, 3G, webcam, etc..
Some netbooks have some of this but it's hard to find touch+gps+3g etc.. for example..
Anyway some netbooks have tdt integrated recievers.. but you can add usb stick to a tablet and port some linux kernel support for it to arm os?..
well I don't know if tablets have usb inputs but think yes..
One area lacking was HD outputs and HD video decode/encode FUllhd support..
Another are is performance like web surfing.. i.e. CPU perf..
Also if netbooks last 8 hours more at least tablets as CPUs consumer 0.5watts
vs 2-10 watts in netbooks..
CES has been hot on mobile stuff:
This with Tegra2 has all you want.. and no I'm not Nvidia CEO..
First 2 core ARM9 (out of order) with more caches and at more than 1ghz..
some theoreticall 40-50% perf. via ARM9 CPU, 40-50% more freq per core and
2x cores so you have up to 4x perf.. assuming web browsers load things multithreaded..
There is a video on youtube showing ARM9 (dualcore?) at 500mhz via atom and web page load is similar..
Also has Tegra2 with HD 1080p video realtime decode encode.. Mp3 chip low power also and camera processor (up to 12 mp).. Tegra2 has Adobe AIR for magazines and flash 10.1 I think for being full hd videos..
Also GPU is 2x faster than Tegra
GLES 2.0 exts:
• GL_ARB_draw_buffersA opengl document for tegra says has this NV nice OpenGL extensions:
• GL_ARB_half_float_pixel
• GL_EXT_packed_float
• GL_EXT_texture_array
• GL_EXT_texture_compression_latc
• GL_EXT_texture_filter_anisotropic
• GL_OES_compressed_ETC1_RGB8_texture
• GL_OES_EGL_image
• GL_OES_fbo_render_mipmap
• GL_OES_shader_binary
o (Indicated by the value of GL_NUM_SHADER_BINARY_FORMATS being nonzero).
Indicates that the implementation supports precompiled binary shaders. All of the
demos use this capability on Tegra. See the nv_shader helper library for details
• GL_OES_texture_float
• GL_OES_vertex_half_float
• GL_EXT_texture_compression_dxt1
o The implementation supports specifying textures with the
GL_COMPRESSED_RGB[A]_S3TC_DXT1_EXT formats. Not exported on Tegra, but
supported
• GL_EXT_texture_compression_s3tc
o The implementation supports specifying textures with the
GL_COMPRESSED_RGBA_S3TC_DXT[1,3,5]_EXT formats.
• GL_OES_framebuffer_object
o (Required extension.) Framebuffer objects are supported. Not exported as an extension
string on Tegra, but supported
• GL_OES_mapbuffer
o The implementation supports the glMapBufferOES and glUnmapBufferOES
functions. These are exported directly and do not need to be queried.
• GL_OES_rgb8_rgba8
o The implementation supports GL_RGBA8_OES and GL_RGB8_OES as FBO color
buffer formats.
• GL_OES_stencil8
o Indicates that the implementation can support an 8-bit stencil buffer for render targets.
Not exported as an extension string on Tegra, but supported.
• GL_OES_texture_half_float
NV_shader_framebuffer_fetch
NV_coverage_sample
NV_depth_nonlinear
NV_draw_path
NV_system_time
also says:
GL_NV_fbo_color_attachments
GL_NV_read_buffer
but no info on them:
GL_NV_read_buffer
seems:
NV_shader_framebuffer_fetch
Briefly:
Binary shaders
Non power of two texes..
texture arrays (dx10 feature)
(vector path rendering font rendering
reading framebuffer in shaders
antialiasing extension
Some are not supported in OpenGL 3.x and not extensions so Fermi coming ext:
specially I would want binary shaders similar d3d11 and a vector ext inside OGL for not using OpenVG and reading the current rendering FrameBuffer in shaders
Also seems Tegra 3 is coming next year (1 year tick tock as Tegra2 is Tegra 1 stuff faster?) I think it will have g9x architecture at least so at least
CUDA/OpenCL full suport with atomics, concurrent kernel exec/mem copy, async mem copies, etc.. and also OpenGL 3.2 so at least seems OGL ES 3.0 is due sometime this year to expose this graphics chips.. I hope it has OGL 3.2 plus ARB extensions as base..
Also 2x perf at lest
Some showed Unreal 3 on tegra2 similar to anand unreal in iphone's sgx535..
All gl es 2.0..
Also from PowerVR anounced sgx545 which has full OGL 3.2 and d3d 10.1 and opencl.. seems Nvidia claims similar perf due to better drivers as GPU PowerVR seems better..
it's for PSP 2 seems..
also note that Powervr from press to chip is two years or more as sgx 535 was anonunced in jan-feb 2007.. june 2009 released?
Hope it's now reduced one year the time
More CES Processors:
Laptops:
Intel Core i5 Nehalems (32nm, AES and binary field multiplies,etc..)
integrated Intel graphics HD (2x better,OpenGL 2.1 at least) but dual cores..
8 cores Nehalem Becton prototype laptop..
Quadcore AMD mobile chip Q1?
Netbooks:
Quad core ARM (ARM11? i.e. low end) by Marvell but at 1GHz at least (40nm)
Dual core ARM9 at 1.5ghz
Snapdragon 40nm dual core ARM8 at 1.5ghz
Morestown preview
Broadcom Cristal HD as hardware video decoder: source code driver for MACos and Linux
So tablet provides:
touch support
phone gadgets: gps,wifi,3g phone,integrated video cam, photo cam?,etc..
larger size than phones: allows as an e-reader, view hd videos,etc..
large on for mp3,..
high perf in tegra2
so is like iphone 3gs(phone + ipod(music))+bigger screen (for photos+videos+e-reader)+more speed CPU&GPU+full HD video encode decode
Still netbook has two advantages:
* (This is big) x86 CPU and also runs Windows, Mac and classic software..
So seems some ARM virtualization extension+ some binary translation to run
Windows via some Wine for ARM would be good..
* ION has OpenCL, CUDA, OpenGL 3.2, D3D10, etc.. (G9x)
Still lacking is ION2 which is supposed GT200 core so 3x more cores (48 cores) at least I think 24 cores is low..
so this would have more registers, less coalescing issues, local atomics, etc..
Lacking is doubles and Fermi stuff of course (DX11,etc..)..
this will be solved with Tegra3..
Of course in desktop we have:
great cpus (x86(-64),virt):soon AVX 8 cores?
great gpus: d3d11 based near 2xx gbytes/s ram
great ram (24gb kits)
great disk (tb hard drives and fast ssd)
Coming is Apple tablet:
Iphone SDK 4.0 (has webgl? and opencl?)
it's based on Snow leo or iphone os also what touch api cocoa touch ported to snow leo?
what GPU is tegra2? some news say tegra2 for 2011 iphone this is bad..
as tegra3 would be for that year (OpenCL for sure..)
also with sgx 545 anouncement this has OGL 3.x and D3d 10.1 and FULL opencl support seems is needed a GL ES 3.0 encapsulating OGL 3.x support and
iphone with that chip is good assuming powervr has good OCL support
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