Microsoft Unveils Xbox One
Today at a press conference leading up to E3, Microsoft unveiled its next-gen games/entertainment console, the Xbox One. Their stated goal for the Xbox One is to have a single device provide "all of your entertainment." One of the big changes is increased support for voice and and gesture input. You can turn the console on by voice, and it will recognize you and automatically login. Swiping to the side with your hand will browse through menu pages, and saying "Watch TV" will bring up the TV app very quickly. The same with music, internet, and movies. The new console also supports multitasking — for example, while watching a movie, you can bring up your web browser in a side panel and surf the web at the same time. There is also a built-in TV listings app that responds to channel names — saying "Watch CBS" will switch to CBS without giving it an actual channel number. By this point, you're probably asking: does it play games? Yes. Hardware specs: 8-core CPU/GPU, 8GB RAM, a Blu-ray drive, a 500GB HDD, USB 3.0, and Wi-fi Direct. (They didn't provide the CPU frequency, instead saying it had 5 billion transistors.) The Kinect sensor got an upgrade: 2Gbps of data capture has finer skeletal visibility, can detect minor orientation changes in hands and fingers, and can even calculate your balance and weight distribution. The new controller looks slightly bigger, and is designed to play well with Kinect. They've also updated Smartglass, the remote control software that runs on mobile devices, but they didn't explain much about it. The new Xbox Live will have 300,000 servers powering it, up from 15,000 this year — though, of course, no details were provided about server specs. The console will have native game capture and editing tools — essentially, a game DVR. Saved games will be stored in the cloud, and they have new matchmaking capabilities that operate in the background. Update: 05/21 17:50 GMT by S : Halo is getting its own live-action TV show, for some reason. They'll be collaborating with Steven Spielberg. Microsoft is also partnering with the NFL for live broadcasts and interactive experiences, such as split-screen Skype chats and fantasy league updates. Xbox One will be out "later this year." No price information. it will not be backward-compatible with Xbox 360 games.
before everyone jumps in on the "i thought this was version 3 not 1" bandwagon - it means ONE as in ONE tool to do it all. not ONE as in version 1 of the product line....
Bulldozer module is NOTHING like hyperthreading.
Hyperthreading duplicates/shares key registers, cache entries and TLBs in order to execute instructions from TWO THREADS on the same processor core. The EXECUTE and DECODE are typically much wider to allow two threads to fully-utilize all the execution resources of a single core. Software must be written specifically to take advantage of this feature (separate threads for FPU and ALU ops, and go easy on the thread locking), or you'll see zero, or possibly NEGATIVE improvement. Best-case scaling throughput (Nehalem) is 20-30%.
Bulldozer modules are two COMPLETELY INDEPENDENTLY OPERATING cores that share decoders and an FPU unit. The decoders are tasked depending on how many cores in the module are loaded, and the FPUs just have a shared reservation station available to both processors (assumes that most loads are integer-heavy). Neither processor can execute instructions from another thread, and the best-case scaling is much higher than Hyperthreading (typically 70-80%).
Also, Bullozer will be losing one of it's major disadvantages when Steamroller launches: the decoders will be 4-wide for each module, and run independently, which is expected to allow scaling to 90-95% in integer-heavy loads.
As you can see, there is NOTHING in common between the two designs. The Bulldozer approach reduces the size of the core in favor of putting more cores on a die. The Intel Hyperthreading approach is to make a much wider core, and get more efficient use of those execution units. The only thing they have in common is that they both can theoretically improve multithreaded performance.
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