More channels or soldered memory? Channels are basically RAID 0 so it depends what you're measuring. Soldering memory down was the only way to use LPDDR5X so if you wanted the best memory you had to solder it down. LPCAMM2 exists though so newer devices can use that instead of soldering them down, but not all devices would be able to fit the required LPCAMM2 slots.
That's tiny! But it still depends a lot on form factor. LPDDR5X is used in phones and making memory removable would have its compromises. You may even have compromises in laptops. Look at how tiny a MacBook Air's mainboard is and you'll see the RAM modules on the same package as the SoC. SOCAMM2 is too large for that but a variant with only two modules could possibly work.
Yup, the only reason Macs have higher memory bandwidth is because they use more memory channels, which gives them a wider bus. Both Intel and AMD only allow more than dual channel memory on server class processors these days.
The “Apple only does X better because they do Y” thing has been a meme for ages. I remember dismissals like “PowerPC is only faster at math because it has more integer units” or something along those lines, and thinking, uh, isn’t that a good thing?
There's a qualitative difference between "they're doing a different thing" and "they're doing the same thing, tuned differently". GP is saying that this is a case of "they just tuned it differently".
This distinction doesn't change what the performance numbers look like today, but it does inform what changes would be necessary for those numbers to look different tomorrow. E.g. Apple Silicon isn't fundamentally orders of magnitude more efficient than x86, they just used smaller features. Newer Intel and AMD chips made on equivalent processes _also_ get similar efficiency gains.
There are AMD and Intel devices on similar process (not talking about A20Pro or M6 which are set to ship later this week), and they do not get the same gains.
And honestly, they have historically had different markets.
When the design is for only one customer, you don't need to generalize things, and those things you generalize to give different customers different options has costs.
AMD will soon be a larger customer for TSMC than Apple (NVIDIA is already there) so Apple's pre-booking new processes is likely to be gone in the near future.
I am just saying it's not magic and x86 is capable of doing the same. Quad channel memory used to be more common in consumer hardware but now it looks like you don't even have the option anymore for desktops. AMD's Strix Halo was the first sign to reversing that (it has quad channel memory!) and hopefully we see more of that in the future.
AMD does market segmentation and limits consumer chips to dual-channel. You need to cough up the dough and get Threadripper for quad-channel. Or even more for Threadripper Pro to get octa-channel.
Kind of but not really. DDR5 splits your typical 64-bit channel into two 32-bit subchannels meaning the bus width is not increased. These subchannels are not always advertised because it's a just a feature of DDR5. Actually adding more channels increases bus width, which is what meaningfully improves memory bandwidth.
Keep in mind that non-Pro threadripper is still only 256 bits wide and Pro is 512. And the memory is 30% slower than with an M5. So an M5 Ultra has 3x the memory bandwidth of the best threadripper.
Moving memory around is a bottleneck. Non-unified memory usually means copying over the PCIe bus which is way slower than RAM (and way way slower than VRAM). Actually unified memory means you don't need to copy anything at all though which is the absolute best case for performance.
It's a $1 MCU, which will get embedded into a $50 device. If you're a company selling a cloud-plus-device product, then that 250k tooling cost and not-exactly-trivial attack process will be quite effective at stopping Chinese clones: with a unique per-device key there's no way they'll sell enough units to make a profit before you will inevitably ban their cloned key.
To be fair Apple of all companies have the best shot at pulling it off. They've been perfecting their hardware security for years for other reasons and this is just another way to take advantage of that work. But yes, if someone breaks it then the trust is gone and it casts doubt on all of the photos that were ever captured using the broken system.
I replaced my old Forester with the new Trailseeker. Stsrting price (and interest rate) is much better than the R2.
I can slide in an 8’ board no problem when I’m too lazy to use the roof rack.
I haven’t upgraded the wheels or tires yet but the stock ones have had no problem going up and down the old logging and forest service roads of NW Oregon and SW Washington.
If the Toyota sienna had a plugin ev option that would be really compelling for me. The electric van market is surprisingly sad. I currently only boogie board because it fits in my car.
I’m really tempted by current sienna hybrids, my current gas one gets 20mpg on a good day. Plug-in for the daily school commutes and after school activities would be great
But as gp correctly points out, with ARM there tend to be additional technical challenges for that compared to your normal PC even if Valve does nothing to intentionally lock it down.
It'll be highly dependent on the game. Unlike foveated streaming the implementation of foveated rendering could mean many things. Actually rendering at a lower resolution in areas you aren't actively looking is probably the most complicated approach because it seems like you'd have to render two times (low res + high res) to get the desired effect.
> Actually rendering at a lower resolution in areas you aren't actively looking is probably the most complicated approach because it seems like you'd have to render two times (low res + high res) to get the desired effect
In the newer implementations, you can split the display into tiles, and render each tile at a different resolution, so it's not that bad. A bunch of the intermediate rendering targets are already rendered at reduced resolution, so you won't see a full 4x speed up in the low-res regions, but you should be able to achieve a ~30% overall speed up with modern foveated rendering.
The framebuffer that you are filling out is still at native resolution, but while computing that frame buffer you can do many of the steps at reduced resolution. For example, instead of evaluating the pixel shader code for every pixel, it could evaluate once for a block of four pixels in the reduced resolution region and use the result for all four.
No, memory is not limited to facts. There's just no visualization to go along with the recollection of faces etc. You can absolutely still recognize people correctly when looking at them.
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