When it comes to mobile devices, these bad boys have gotten more and more efficient in their performance, not to mention being able to deliver quality graphics which were once thought of as impossible. How far technology has progressed! Having said that, we did have a primer on the NVIDIA Tegra K1 not too long ago, and here we are with additional details on just how fantastic of a performer the NVIDIA Tegra K1 would be eventually when it hits the mass market.
At the moment you’ll find the folks behind the open-source project known as Limelight working on Android devices, attempting to make the PC streaming option for games through Valve’s Steam … Continue reading
This week a number of early benchmark tests are appearing with clues as to the true (artificial benchmark) performance of the NVIDIA Tegra K1. This processor was introduced last week … Continue reading
Project CARS, the crowd-powered AAA racing title, is being shown off on triple-screen goodness at CES this week, where attendees can see it in action on a three-screen 4K display … Continue reading
There’s a new set of graphics cards being shown off this week at CES 2014 by the folks at MSI, starting with the GTX 780 Lightening, a beast with three … Continue reading
It’s nearly time for NVIDIA’s G-Sync gaming monitor processor technology to hit the market – closer to the reveal of this technology than to the market, to be fair, but … Continue reading
This week the folks at NVIDIA revealed their next-generation mobile processor, the NVIDIA Tegra K1, and with it the incorporation of Unreal Engine 4 technology. This release will allow the … Continue reading
One of the many gadgets unveiled before the 2014 Consumer Electronics Show (CES) – really guys, if you keep preempting the show CES 2015 might as well be held this December – the 27″ Philips 272G5DYEB monitor is one of the first monitors to have NVIDIA G-Sync built-in. In theory, this means the monitor’s refresh rate is not static; instead it’s synchronized to how fast your PC’s graphics card can render a given frame. This should eliminate the annoying screen tearing associated with graphics-intensive video.
You can read up on G-Sync on NVIDIA’s website, but NCIX made a great summary of the technology, including its advantage over V-Sync, which is the current workaround to screen tearing. Skip to about 1:20 in the video for the explanation.
You might also want to check out Engadget’s footage of NVIDIA’s long-winded demo of G-Sync from a few months ago. I suggest you skip to around 9:40 in the video so you can easily see G-Sync’s (apparent) advantage over a computer using V-Sync.
Aside from having an adjustable refresh rate, Philips’ 27″ 1080p monitor also has an adjustable body. It tilts, pivots and swivels and its height is adjustable as well.
As you can see from its spec sheet, one drawback of the monitor is that it only has a DisplayPort input. I think G-Sync has something to do with this, because the first monitor to be compatible with G-Sync, the ASUS VG248QE also loses its HDMI and VGA inputs when upgraded with the G-Sync modification kit released last year. You still have a few months to weigh your options though. Philips says the 272G5DYEB monitor will be released in the second quarter of this year for $649 (USD).
NVIDIA has officially launched Tegra K1 (thought to be Tegra 5 previously), which is the first Tegra chip to feature an architecture that is identical to its PC counterpart. For NVIDIA, and for the mobile industry, this is a historic day which marks the first time PC, console and mobile graphics, at least as far as NVIDIA is concerned. The architecture in question is code-named Kepler and it is well known on PC for having increased NVIDIA’s compute power density drastically. Although the mobile version has less graphics compute units to accommodate size and power requirements, it still has every feature that the GeForce Titan has. Because of that, while other mobile graphics vendors are proud of their “Open GL ES 3.0” compatibility, NVIDIA can run the “full” Open GL 4.4 API that drives PCs today. In the PC world, ES 3.0 is still pre-DX10, while GL 4.4 is DX11. (more…)
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