Custom PC, Issue 117

Custom PC Issue 117This month’s Custom PC sees my interview slot taken up with a chat to Nick Thibieroz, senior manager of AMD’s Independent Software Vendor (ISV) Gaming Engineering division, regarding his company’s latest attempt at increasing the immersion of games: TressFX.

If you’re not familiar with the technology, and if that’s the case shame on you for not following my work on bit-tech, TressFX – or to give it its full name, TressFX Hair – is a GPU-accelerated physics engine designed to simulate the interaction between a character’s hair and the surrounding environment. Wind, rain, branches, even the character’s body all interact with thousands of simulated hair strands to create a surprisingly realistic effect.

It’s something the industry has been working towards for years – hardly a SIGGRAPH event goes by without Nvidia showcasing another hair simulation system – but the computational complexity of the task has made it difficult to implement in a working game engine. That’s something AMD has solved, and it waited until it had the system in a shipping game – the new Tomb Raider reboot – before announcing the technology.

The biggest feature of the issue, however, is a special one: an in-depth look at how the development of mobile hardware differs from that of desktop hardware. With input from industry veterans including Nvidia, AMD, Intel and Imagination Technologies, it’s a – hopefully – interesting look at how developing for portable platforms has resulted in some significantly different technologies emerging.

Nvidia is a perfect example: it talks up its Tegra mobile processor as having GeForce-like graphics processing elements, but in truth there’s a distinct difference in how the two technologies work. Interestingly, it’s also the case that development of mobile processing hardware – which has to work in very tight power envelopes – has dramatically changed how the company approaches its power-hungry desktop graphics hardware, too.

It’s a big feature, and one I’m proud to have worked on: hopefully, by the end, readers will be able to better understand how smartphone and tablet hardware – which, thanks to projects like the Kickstarter-funded Ouya console, are increasingly finding their way onto people’s desks – compares to traditional desktop devices.

If you want to learn more about TressFX Hair and its development, or about the development of mobile-centric hardware and the challenges therein, you could do worse than picking up a copy of Custom PC Issue 117 – available in dead-tree format and digitally via Zinio or most other services.

This also marks the last time my column in Custom PC will take the form of a two-page interview spread: big changes are afoot, and I’m proud to say that the column will be taking on a very different – and hopefully more engaging – format from the next issue onwards.

Custom PC, Issue 112

Custom PC, Issue 112This month, my regular Mobile Tech Watch column takes a look at a name from the dim and distant past that is looking to take on ARM and Intel at their own game: MIPS Technologies.

Back in the mists of time, MIPS was a popular RISC architecture, and its low-power chips compete with ARM in the burgeoning palmtop market. I remember having a Philips Nino, a compact little Windows CE device with a greyscale liquid-crystal display and about 8MB of RAM, which was based on a MIPS-architecture chip. Lovely little thing, it was. Had a blue backlight, like a wristwatch.

But I digress.

In this month’s column, I take a look at how MIPS is trying to get back into the mobile market after a hiatus that saw it relegated to niche high-performance computing products. It’s having a certain amount of success, too: its latest chips already have design wins to rival those of Intel, although clearly aren’t making much of an impact against the giant that is ARM and its multitudinous licensees.

Incidentally, this column was originally due to be published in Issue 111, but an interview with Adapteva about the Parallella highly-parallel development platform took precedence. The piece is still germane, despite a month’s delay, although it is lacking one piece of information which only came to light after the issue had gone to press: MIPS is being acquired by low-power graphics specialist Imagination Technology, possibly as a play to produce its own system-on-chip designs with in-house CPU and GPU components.

Custom PC Issue 112 is available from pretty much any supermarket or newsagent, most corner shops, some libraries, and wherever dead-tree magazines are normally found, or can be downloaded as a string of zeroes and ones from the Zinio website.