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 Q&A

Andrew Humber
Senior PR Manager, Handheld and Embedded Products
NVIDIA Corporation

April 2006

 

 

 

"GoForce 5500 supports such 3D features as 5 way multitexture and 40-bit non integer colour - the GoForce 5500 is actually capable to delivering pixel shading effects beyond the PSP"

< Siege OpenGL ES Demo

   
Q1 Why has nVidia recently acquired Hybrid Graphics?
A1 Hybrid is widely respected within the handheld industry and its software business is expanding rapidly with significant growth potential - and NVIDIA wishes that business to expand. Secondly, both companies understand that a ubiquitous handheld graphics and media software platform is necessary to enable and grow the overall market for handheld graphics and NVIDIA is committed to enabling Hybrid’s continuing key role in developing and driving that platform’s evolution. Lastly, Hybrid’s software solutions provide NVIDIA with an extended market reach to the entire handheld market.
   
Q2 Today, only high end smartphones can display 3D content. Will this technology be available soon on middle range cellphones?
A2 NVIDIA is working hard to enable 3D across as wide a range of wireless devices as possible but unfortunately we are unable to pre-announce any specific wins. However it is worth noting that the market is at the beginning of a very interesting transition. Out of the approximately 900 million phones that will be sold in the world this year, it is a fair assumption to say that most, if not all, will have basic (1MP or less) camera functionality - this is a fundamental change in the last couple of years. A much smaller percentage of those 900 million phones will have 2MP cameras, some video capture and playback capabilities, even some 3D functionality like the Sony Ericsson W900i. Over time you'll see the larger volume curve move our way, as mass market devices start to incorporate more and more multimedia features and the TAM or total area market for 3D and multimedia grows rapidly. What this means for consumers is that over the next couple of years, more and more phones will be capable of delivering a compelling multimedia experience, including real 3D games.
   
Q3 What kind of quality level can 3D graphics reach on a smartphone ? Can we expect "Console-like" 3D quality?
A3 Absolutely - the GoForce 5500 supports such 3D features as 5 way multitexture and 40-bit non integer colour - the GoForce 5500 is actually capable to delivering pixel shading effects beyond the PSP and as you can see from OpenGL ES demos like Siege from the developer Denied Reality, we can already produce some pretty stunning imagery.
   
Q4 It seems that digital imaging (photo) and video (video conference/TV) are evolving faster on mobile phones than 3D capabilities. Do you think that this trend will change?
A4 Without a doubt, but imaging and video aren't really evolving faster, they've simply been around a lot longer in phones. Because of this, they have hit their development stride and are now acclerating at high speed. Digital imaging has been mass market in small handheld cameras for over a decade, and has existed in phones since 2000 when Sharp launched the first camera phone. 3D technology has got to the stage now where it can truly match the expectations of consumers and we are going to see 3D become the next critical capability for phones. We are on the cusp of showing the industry that great 3D applications drive more consumer data usage, increase ARPU for operators, and create a completely new user experience on the phone.
   
Q5 Does Hybrid Graphics Framework accelerate game developpement?
A5 Yes! The Hybrid Graphics Framework helps to abstract away the dffierences between platforms. As you know there are a lot of variations in mobile phone design from the operating system to the CPU. Hybrid's framework lets you test out acceleration and performance on different setups with greater ease.
   
Q6 What are the benefits of using Hybrid's implementation of JSR184 and OpenGL ES?
A6 In a nutshell, performance and compatiiblity are the two key reasons for using Hybrid's implementation of these standards. The engineers at Hybrid are experts at low level optimizations and squeezing the very best performance from a CPU and GPU. They have been writing reference rasterizers for years, and have strong relationships with all the major 3D hardware vendors.
   
Q7 In the field of 3D for cellphones, OpenGL ES seems to be the major API, will nVidia also support Direct 3D for mobile phone ?
A7 We are delivering what our customers are requesting, and right now we are receiving requests for OpenGL ES. However, NVIDIA has always maintained, across all of our product groups, that when there is significant market demand for an API or new standard then we will be amongst the first to support it.
   
Q8 What are the benefits of v. 2.0 of Open GL ES? Does it make sense to use those new technologies (FSAA, Vertes/Pixel Shaders) on small screen devices?
A8 There are numerous benefits to developers in Open GL ES 2.0, and NVIDIA has actually already included most of these benefits with our 1.X version with combiner extensions. And yes, shaders and AA do make sense on small screens, after all poor image quality shows up on any size of screen. A wireless device doesn't have enormous amounts of processing power for lots of triangles so you make up for that with textures. But as you are also limited in memory sizes, you need to find other ways to make the most of your code, and pixel shaders can deliver stunning visual effects with a much smaller footprint.also help.
   
Q9 How did you solve power consumption issues due to the integration of a 3D chip?
A9 Interestingly enough, you could say that the integration of a handheld GPU solves part of the power consumption problem itself. Software based solutions are power hungry so through implementing a hardware strategy you are already facing less power restrictions. NVIDIA's nPower technology is a combination of architecture and design methodologies that delivers advanced power saving techniques and dedicated algorithms for great features and performance with minimal battery drain - an example of these techniques would be the turning off of portions of the chip that are not being used. In some situations we can burn as little as 1/20th of the power used by equivalent software based solutions and as an example of that, the Sony Ericsson W900i that utilizes the GoForce 4800 chip can run 4 hours of video playback, that's 2 more hours than a video iPod, which is great especially if you want to make a phone call after you've watched your movie!
   
   
   
   
 
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