Professional Graphics CGW Webinar

birdsowlSoftware and s/w Development

Dec 2, 2013 (3 years and 6 months ago)

61 views


Jon Peddie Research

Professional Graphics

CGW Webinar

Jon Peddie Research

Jon Peddie Research

Evolution of Professional Graphics

Yesterday’s Landscape


Pro graphics distinguished from
consumer/corporate graphics by most every
metric


Vendor, chips, boards, bus, memory, video I/O, OS,
middleware/APIs, usage, performance, price


Excusive domain of Traditional Proprietary
Workstation (TPW) vendors


Sgi, Sun, HP, DEC and IBM drove the innovation


Proprietary UNIX/VMS were the only OSes

Jon Peddie Research

Jon Peddie Research

Evolution of Professional Graphics

Today’s Landscape


Hardware migration from “in
-
house” to IHV


IHVs are vertical: chips and AIBs


TPW vendors no longer build graphics chips


Enable IHV hardware with drivers for proprietary Unix


A few unique high
-
end board configurations


Gaming is driving innovation


E.g. programmable shaders, floating
-
point precision


Even $1K+ multi
-
board monsters: Alienware and Nvidia’s
SLI


Much harder to distinguish from consumer AIBs


Cost premium has dropped considerably

Jon Peddie Research

Jon Peddie Research

Graphics Hardware Differentiation

Professional vs. Consumer


Brand


Reliability


ISV certification


Customer support


Breadth of driver support


OpenGL ICDs


64
-
bit Linux and Windows drivers


Performance and price can be a low priority


Legacy requirements can sustain lagging hardware

Jon Peddie Research

Jon Peddie Research

Graphics Hardware Differentiation

Professional vs. Consumer


Remaining GPU differences artificial and/or minor


(Virtually) no difference in “raw” die


Nvidia and ATI lead with same GPU/VPUs from consumer line


relatively minor driver, package and or board
-
exposed features


Board
-
level differences significant at high
-
end only


Value varies by application


Physical memory


DCC and vis
-
sim have never
-
ending appetite for textures


Display support optimized for pro applications


Framelock, genlock, interface type (e.g. SDI)


Number and datarate of video interfaces


Ultra
-
high resolution (e.g. dual dual
-
link for up to 9 Mpixel displays)


Jon Peddie Research

Jon Peddie Research

2003 Professional Graphics Hardware
Market


Nearly 2.1 million professional graphics AIBs
sold


Almost $1B in revenue


Legacy “in
-
house” graphics from TPW vendors
small but significant


Only 5% of units shipped, but 16% of revenue


Incremental opportunity for IHVs


Units are in the low
-
end, but revenue is in the
mid
-
range


Jon Peddie Research

Jon Peddie Research

JPR Pro Graphics AIB Classes


Class

ASP Range

min

max

2D

$400

Entry
-
3D

$350

Mid
-
range

$350

$950

High
-
end

$950

$1,500

Ultra High
-
end

$1,500

Jon Peddie Research

Jon Peddie Research

Vendor Profile


5% (units) and 11% (revenue) share in 2003


but
26%

and
44%

unit share in high and ultra
-
high


Pro Gfx flagship: Realizm


What sets Realizm apart


Exclusive focus on professional apps


Chip
-
level scalability


16
-
bit FP format in frame buffer


Virtual, paged video memory


Where 3DLabs is going


Fighting hard to keep high
-
end dominance


Largest physical memory, Multi
-
chip AIBs, Genlock / framelock


Realizm trickle
-
down to mid
-
range and low
-
end?


Jon Peddie Research

Jon Peddie Research


Vendor Profile


17% (units) and 15% (revenue) share in 2003


Unbranded presence in “2D” applications


Pro graphics flagship: Fire GL 7100


What sets Fire GL apart


A strong mid
-
range focus (31%)


Subjective edge in quality and quality/performance


Perf/W has won mobile and embedded sockets


ATI dominant in mobile workstations (67%)


Where ATI is going


Best positioned to ride growth in mobile workstation


Can it (should it) ignore high end of market?

Jon Peddie Research

Jon Peddie Research

Vendor Profile


JPR estimates* 9% (units) and 11% (revenue) share in 2003


But ~17% in “2D” segment


Slanted heavily toward direct sales


Not directly targeting “power renderers”


Appeal on basis of image quality and specific, niche features


Where is Matrox going?


Road ahead looks difficult in keeping pace on GPUs


Last major introduction, Parhelia, was out in May 2002


Move to programmable shaders and floating
-
point requires overhaul


Some key competitive advantages going away


More “2D” competition from Nvidia, ATI and maybe soon IGPs


Fewer areas of differentiation, e.g. super
-
high res (9 Mpixel)


OEM presence declining


Continued focus on custom
-
fit solutions for large customers

* Matrox is private and does not disclose financials

Jon Peddie Research

Jon Peddie Research

Vendor Profile


67% (units) and 47% (revenue) share in 2003


Pro gfx flagship: Quadro FX 4000 (NV40 GPU)


What sets Nvidia apart


Breadth of offerings, entry to ultra
-
high end


Shader Model 3.0 vs. 2.0


SLI: Board level scalablity


Custom offerings for DCC, vis
-
sim


Where Nvidia is going


Trying to take share in existing segments


From 3Dlabs in the high/ultra
-
high end


Think margin, not units


Sales synergy


From ATI in the mobile space (MXM and Axiom)


Getting GPUs into new segments, like render farms

Jon Peddie Research

Jon Peddie Research

Pro Graphics Technology Trends


Final stage of migration to fully programmable architecture


Richer, “cleaner” programming: large code, predication, branching


Changing how graphics hardware vendors will compete


Leveraging parallelism


Today’s flagship GPUs: 6 vertex and 16 pixel pipelines (ATI/Nvidia)


Chip
-
level (3DLabs) and Board
-
level (Nvidia) scalability


Continuing to “annex” upstream processing


Physics, kinematics, simulation, animation, tessellation


Vehicle for general purpose computing (GPGPU),


Why Intel’s biggest threat may someday be not AMD but Nvidia


Floating
-
point precision


GDDR3 memory


Jon Peddie Research

Jon Peddie Research

PCI Express for Graphics


Serial, point
-
to
-
point, packets


More a network interconnect than a
traditional I/O bus


Variable number of “lanes”


Graphics design center: 16
-
lane


More bandwidth, but remember:


Directionally constrained: 4GB/s up,
4GB/s down


In
-
band command, control and
packet overhead reduces bw


Just in time to carry the load


Most

apps on most hardware today
not constrained by AGP 8X


Some
may

be … it all depends


HD video editing


Hybrid CPU/GPU render for DCC

Src: PCI
-
SIG

Jon Peddie Research

Jon Peddie Research

PCI Express Graphics AIBs


Form factor derived from PCI


Power budgets


10W:
×
1 cards (<= 6.6” length)


25W:
×
1 cards (> 7.0” length),
×
4 cards,
×
8 cards,
×
16 low
-
profile graphics
and
×
16 server I/O


75W: full
-
height graphics cards


High
-
end Graphics Spec will allow auxiliary power for up to 150W

Src: PCI
-
SIG

Jon Peddie Research

Jon Peddie Research

PCI Express Connectors


“Up
-
plugging” allowed


OEMs encouraged to
support wider connectors


Link width not determined by
connector or interface,
negotiated at config time


More end
-
user flexibility


Allows dual high
-
bw (
≥ AGP
8X) graphics AIBs

Src: PCI
-
SIG

Jon Peddie Research

Jon Peddie Research

GPU Interfaces to PCI Express

To bridge or not to bridge


Initial

plans spurred some mud
-
slinging


ATI planned all native PCIe interfaces


Nvidia indicated plans to bridge with on
-
board HSI (“AGP 16X”)


3DLabs’ Realizm depends on configuration


In the end, it will most likely be a non
-
issue


Speedup of full
-
speed PCIe interface is exception and debatable


ATI will likely bridge back to AGP


HSI does not preclude native PCIe


NV45 is out already


3DLabs likely to fill in low
-
end PCIe offerings, too


Dell should ship Nvidia and ATI PCIe AIBs July, 3DLabs
later this quarter

Jon Peddie Research

Jon Peddie Research

Pro Graphics Market Trend Forecast


Strong growth in Mobile Workstations


Final phase in transition to all
-
IHV graphics


AIBs configured for specific applications


Genlock and SDI for DCC studio apps


Framelock for vis
-
sim and wall
-
display applications


IGPs for pro graphics? Never say never.


What about Grantsdale for “2D workstation” apps?


Why Nvidia/ATI/3DLabs’s biggest competitor may
someday be Intel


GPUs to final frame rendering?

Jon Peddie Research

Jon Peddie Research

Nvidia’s Application
-
specific

AIB Configurations

Nvidia Quadro FX 3000G I/O

Nvidia Quadro FX 4000 SDI I/O

Jon Peddie Research

Jon Peddie Research

GPUs in the Render Farm?


Graphics hardware is absent in the render farm


ISVs/IHVs looking to final
-
frame speedup as well


Enablers


Primary: advent of programmable hardware shaders
with compilers


Secondary: FP color precision, more flexible programming (larger
code, predication, branching)


Nvidia Gelato, Mental Images’ Mental Ray 3.3


Vendors would welcome 10K’s of incremental
professional GPUs


Not a slam
-
dunk


Global illumination, raycasting techniques (e.g raytracing
and volume rendering) don’t map very well (at least not
yet) to GPUs

Jon Peddie Research

Jon Peddie Research

Technology Forecast

Impact of Longhorn


Image quality


Gamma, sRGB, 32
-
bit FP, Text enhancements


Virtualization to support Avalon, “Presentation Manager”


Virtual memory, mostly under OS/driver interaction


GPU: “Hyper Threading”
-
like context management


Pixel rates will be especially stressed


Lots of temporary textures, surfaces to be warped, composited, blended


Dual, cascaded vertex shaders


Moving to (optional) programmable hardware tessellation


Security & stability


simpler drivers, hang prevention


OpenGL ICDs should be upgraded for Longhorn (but not
required)

Jon Peddie Research

Jon Peddie Research

Windows Graphics Foundation

Longhorn and Beyond

Src: Microsoft, WinHEC 2004


Jon Peddie Research

Backup Slides

Jon Peddie Research

Jon Peddie Research

Hardware Differentiation vs. Consumer
Disappearing

Historical Differentiator

Future differentiator?

OpenGL vs. DirectX

Minor, esp. with OGL2

Anti
-
aliased points / lines

No. Can be rendered with shaded polygons; even
enhanced (e.g. miter)

Rendering performance

Very little… performance driven by games

Color fidelity

Very little … internal FP32, stored as FP16 (display?);
attention to sRGB and gamma becoming pervasive

Antialiasing

Very little, ># samples at high end

(highest end is software)

Display resolution

Yes, at the high end with 9 MPix

2
nd

order rendering features:

e.g. two
-
sided lighting, user clip planes

Very little … implemented with shader

Multi
-
display

Little … even IGP’s going dual
-
display

Genlock, Framelock

Yes, at high end

Multi
-
chip implementations

Yes, at high end

Overlay planes

Yes, but trivial to implement

Stereo

Yes, but relatively easy to implement