Las apps de iOS y Android llegan a Windows 10

Comenzaba a rumorearse que Microsoft podría anunciar que Windows 10 sería compatible, al menos, con las aplicaciones de Android. Y lo cierto es que el anuncio de la compañía de Redmond ha ido en esa dirección, aunque con algunos matices.

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Microsoft Edge, llega el sustituto de Internet Explorer

El nuevo navegador de Internet de Microsoft ya está aquí. Después de un tiempo conociéndolo como Project Spartan, ya podemos dar la bienvenida al nuevo Microsoft Edge, que nos ayuda a decir adiós a Internet Explorer.

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LG G4, el último gran móvil del primer tramo del 2015

Con el iPhone 6, el Samsung Galaxy S6, el HTC One M9 y el Sony Xperia Z4 ya presentados, solo faltaba un gran smartphone al que dar la bienvenida al mercado, el LG G4. Ahora ya es oficial, y su estrategia ha sido sorprender estableciendo una clara diferencia con sus rivales, sobre todo en lo que al diseño respecta.

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iPhone 6 Plus canibaliza al iPad

El iPhone 6 Plus ha sido uno de los lanzamientos más innovadores de la compañía en los últimos tiempos. Tanto hablaron del perfecto tamaño del iPhone que parecía imposible que algún día fuera a llegar un iPhone tan grande. Y lo cierto es que los usuarios lo han recibido con los brazos abiertos. Tanto que parece que se están olvidando un poco del iPad.

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“Chappie” shows how any device can be turned into a supercomputer

Chappie Blog Image_hpc.pngYou may be surprised to know that whatever you are using to read this – a notebook, desktop, tablet or smartphone – can be part of a supercomputer.

 

In the hit film “Chappie” about a futuristic robot, audiences are taken to a world where technology is used in exciting and unexpected ways. In a scenario that put a smile on the face of AMDers worldwide, in one scene a number of Sony PlayStation 4 consoles, each with AMD Radeon™ graphics and AMD CPU processing inside, are connected together, effectively combining into a supercomputer cluster. While “Chappie” is a Hollywood creation, the idea behind connecting game consoles to create a supercomputer is not as science fiction as we may think. Clustering allows almost any device to become part of a supercomputer by being part of a pool of resources.

 

The world’s first supercomputers used expensive, specialized processors that put high performance computing out of reach most organizations, but today, many of the most powerful supercomputers make use of off-the-shelf processors to produce “nodes.” These nodes are then connected together to form clusters, similar to what we see with an array of AMD-powered PS4s in “Chappie”.

 

Supercomputer clusters typically make use of server-orientated processors such as the AMD Opteron™ family of processors, but occasionally academics and engineers want to try something different and use less specialized computing resources. Because combining nodes to form a cluster is done using widely available equipment such as Ethernet, it is possible to make a cluster from a number of other devices, such as the Gizmo 2 or game consoles, for example.

 

To create the supercomputer cluster in “Chappie”, a number of PlayStation 4 consoles, each packing 1.84 teraflops of AMD computing power inside are connected together.  That processing power is delivered in a System-on-Chip design with eight AMD CPU cores and 18 AMD Radeon Graphics Core Next (GCN) compute units, typically used to process all the software, games, videos, and motion sensor capabilities that enable players to interact with others through online services. Even more impressive, the same compute architectures found in the PlayStation 4 really are powering some of today’s supercomputer clusters.

 

In recent years, high performance compute clusters achieved their immense compute capabilities through a mix of processor technologies. The CPU, which has been at the heart of supercomputers for decades has been supplemented with accelerators such as AMD FirePro GPUs, which provide immense compute capability and do so in an energy efficient manner.

 

Energy efficiency is a key to making a powerful high performance compute cluster given cooling thousands of processors is both a budgetary and engineering challenge. That is why power efficient CPUs and GPUs make ideal components to build compute clusters and have been a significant contributing factor in the massive growth in the amount of compute power in supercomputer clusters. Such is the efficiency of GPUs, the world’s most energy efficient cluster makes use of AMD FirePro accelerators.

 

By pooling compute and storage resources, academics, scientists, corporations and governments are able to tackle some of the world’s most challenging questions, from medical research to mineral exploration. In many cases, supercomputer clusters are made up of more than 10,000 nodes, with more than 100,000 compute cores, each core working towards producing a final result.  And if you think that only a scientist gets to feel the effects of a supercomputer cluster you may be surprised. When you glance at the weather forecast in the morning you may be surprised to find out that it is in part calculated by running immensely complex forecasting models on clusters. Cool, right?  Now think about this; supercomputers do even more than just science and predicting the weather. The car you drive has most likely been partly designed and tested using a supercomputer that is analyzing computational fluid dynamics to increase fuel efficiency.

 

One might say that supercomputer clusters have played a significant part in the world around us and with the growth in machine learning and big data analysis; it is set to play an even bigger role in our daily lives in the future. Perhaps the most amazing part in all this is that supercomputer clusters are powered by the same type of technology that is found under your desk or television and, you probably didn’t even realize how powerful these common devices actually can be.

 

John Taylor, is the Corporate Vice President of Marketing at AMD. His/her postings are his own opinions and may not represent AMD’s positions, strategies or opinions. Links to third party sites, and references to third party trademarks, are provided for convenience and illustrative purposes only. There is no endorsement, express or implied, of this blog by the movie “Chappie”. Unless explicitly stated, AMD is not responsible for the contents of such links, and no third party endorsement of AMD or any of its products is implied.

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Youtube también es un fenómeno musical

Cuando hablamos de música en streaming todos pensamos en plataformas como Spotify, Google Play Music, Pandora, u otras que parece que van a llegar, como Beats Music de Apple. Sin embargo, el caso de Youtube es especialmente destacable. Es un fenómeno musical pero, ¿por qué? ¿Cómo puede competir Youtube con Spotify y compañía?

via Tecnología en español. Comparativas, tutoriales, trucos, ayudas, paso a paso, cómo – Últimas noticias http://ift.tt/1z4F4MY

El LG Watch Urbane, el más bonito con Android Wear, al caer

Ahora que el Apple Watch está a punto de revolucionar el mercado de los wearables con el que será el primer reloj inteligente exclusivo para usuarios de iPhone, el resto de los fabricantes se activa tratando de plantar cara a los de Cupertino. El LG Watch Urbane es de lo mejor que vamos a ver en relojes inteligentes este año. Y está ya al caer. Cuestión de días.

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Las 3 claves de la revolución de Project Fi, la operadora de Google

Google presentó en el día de ayer su nueva plataforma Project Fi, que no puede ser denominada de otra manera que como una operadora de Google, una operadora virtual que lo podría revolucionar todo. Estas son las tres claves de este nuevo lanzamiento de la compañía del buscador.

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Major new features of DirectX® 12

As the PC graphics industry continues down the path of low-overhead graphics APIs, today I wanted to bring you some new details on two significant features of DirectX® 12. These features are called “multi-threaded command buffer recording” and “async shaders,” and they are poised to make a significant difference for gamers everywhere. Let’s take a look at what they do and why they matter.

 

ASYNC SHADERS

This feature allows a game engine to execute GPU compute or memory activities during “gaps” in the graphics workload presented by a game.

While it seems sensible to allow the graphics, compute and memory functions of a GPU to operate simultaneously, past versions of DirectX® did not provide for this functionality. Past versions of DirectX® were essentially limited to a single, serial graphics queue for processing all types of workloads. Therefore graphics, compute and memory copy operations had to wait for other parts of the graphics queue to finish processing before springing to life and doing their work. This would often result in idle hardware for some portions of time, and idle hardware is squandered performance.

Pipeline_behavior.gif

 

In contrast, DirectX® 12 Async Shaders supercharge work completion in a compatible AMD Radeon™ GPU by interleaving these tasks across multiple threads to shorten overall render time. Async Shaders are materially important to a PC gamer’s experience because shorter rendering times reduce graphics pipeline latency, and lower latency equals greater performance. “Performance” can mean higher framerates in gameplay and better responsiveness in VR environments. Further, finer levels of granularity in breaking up the workload can yield even greater reductions in work time. As they say: work smarter, not harder.

 

 

 

Finally, it must be understood that AMD’s Graphics Core Next architecture is specifically equipped to enable incredibly fine DirectX® 12 Async Shader granularity with dedicated hardware known as the Asynchronous Compute Engine (ACE). Many ACEs serve as fundamental building blocks in modern AMD graphics hardware, and they are specifically tuned to accommodate significant parallelization of complex jobs with superb performance.

 

Hawaii-Block-Diagram.jpg

This diagram of the AMD Radeon™ R9 290X GPU’s architecture shows eight Asynchronous Compute Engines (ACEs) ready to handle Async Shader work. Each AMD product based on GCN has a certain amount of these ACEs.

 

MULTI-THREADED COMMAND BUFFER RECORDING

The command buffer is a game’s “to-do list,” a list of things that the CPU must reorganize and present to an AMD Radeon™ graphics card so that graphics work can be done. Things on this to-do list might include lighting, placing characters, loading textures, generating reflections and more.

 

Modern PCs often ship with multi-core CPUs like AMD FX processors or AMD A-Series APUs. One notable characteristic of DirectX® 11-based applications is that many of these CPU cores in any multi-core CPU go partially or fully unutilized. This lack of utilization is owed to DirectX® 11’s relative inability to break a game’s command buffer into small, parallel and computationally quick chunks that can be spread across many cores. In addition to modest multi-threading in DirectX® 11, a disproportionate amount of CPU time is frequently spent on driver and API code (“overhead”) under the DirectX® 11 programming model, which leaves lesser time for the game code that delivers quality and framerates.

 

In DirectX® 12, however, the command buffer behavior is radically overhauled in five key ways:

  1. Overhead is significantly reduced by moving driver and API code to any available CPU thread
  2. The absolute time required to complete complex CPU tasks is notably reduced
  3. Game workloads can be meaningfully distributed across >4 CPU cores
  4. New “bandwidth” on the CPU allows for higher peak draw calls, enabling more detailed and immersive game worlds
  5. All available CPU cores may now “talk” to the graphics card simultaneously

 

Much like going from a two-lane country road to an eight-lane superhighway, the shift to DirectX® 12 allows more traffic from an AMD FX processor to reach the graphics card in a shorter amount of time. The end result: more performance, better image quality, reduced latency, or a blend of all three (as the developer chooses).

 

cmd_buffer_behavior.gif

The benefit of this feature is already being seen in real games. Oxide Games and Stardock have collaborated with AMD for Ashes of the Singularity™, an upcoming strategy game that already utilizes all 8 cores of an AMD FX-8370 processor to deliver performance, image quality and resolutions that—in the words of the developer’s CEO Brad Wardell—are “not even a possibility” under DirectX® 11.

 

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In other words, platforms with AMD Radeon™ GPU and multi-core AMD CPUs using DirectX® 12 are literally allowing developers to explore game designs previously considered impossible.

 

WRAP-UP

Multi-threaded command buffer recording and async shadersare two big features of the base DirectX® 12 specification, each harboring great potential to extract significantly more performance and image quality out of existing hardware.

 

But many gamers also know that game devs must commit to using a feature before it is seen in the real world—we’re taking care of that. Our collaboration with developers like Oxide/Stardock (and others unannounced) to get cool tech into great games is a guiding light for the AMD Gaming Evolved Program, and we’re already seeing healthy interest in these features. That bodes well for everyone!

 

Before we part ways, you might be interested to know which AMD products are compatible with DirectX® 12. Presuming you’ve installed Windows® 10 Technical Preview Build 10041 (or later) and obtained the latest driver from Windows Update, here’s the list of DirectX® 12-ready AMD components. We think you’ll agree that it’s an excitingly diverse set of products!

 

  • AMD Radeon™ R9 Series graphics
  • AMD Radeon™ R7 Series graphics
  • AMD Radeon™ R5 240 graphics
  • AMD Radeon™ HD 8000 Series graphics for OEM systems (HD 8570 and up)
  • AMD Radeon™ HD 8000M Series graphics for notebooks
  • AMD Radeon™ HD 7000 Series graphics (HD 7730 and up)
  • AMD Radeon™ HD 7000M Series graphics for notebooks (HD 7730M and up)
  • AMD A4/A6/A8/A10-7000 Series APUs (codenamed “Kaveri”)
  • AMD A6/A8/A10 PRO-7000 Series APUs (codenamed “Kaveri”)
  • AMD E1/A4/A10 Micro-6000 Series APUs (codenamed “Mullins”)
  • AMD E1/E2/A4/A6/A8-6000 Series APUs (codenamed “Beema”)

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Amazon Instant Video se prepara para llegar a España este año

En Estados Unidos cuentan con diversas plataformas de vídeo on-demand: Desde Netflix, hasta Amazon Prime Instant Video. En España, con Wuaki, Yomvi y algo más ya nos podemos contentar de momento. Se decía que Netflix llegaría este año a nuestro país, y parece que no será el único, pues Amazon está dando pasos para que Instant Video aterrice también en España.

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