Articoli con tag COMUNICATO STAMPA
ARM dedica i suoi ultimi chip ai dispositivi mid-range, quelli che la stessa azienda inquadra come compresi tra 150 e 350$, che otterranno più potenza ed un più efficiente risparmio energetico.
Ecco quindi a voi il Cortex-A12, un’architettura efficiente da un punto di vista energetico quando il Cortex-A9, ma più performante. Le operazioni in single-thread sono infatti superiori del 40% rispetto all’A9, con un chip ridotto del 30% nelle dimensioni, grazie al processo costruttivo a 28 nm. A questo aggiungiamo il supporto fino ad 1 TB di RAM (come se ce ne fosse bisogno!) e il supporto software per virtualizzazione e TrustZone. È inoltre possibile accoppiare l’A12 con i chip A7 in architettura big.LITTLE un po’ come fatto da Samsung con l’Exynos 5 (Cortex A15-A9), garantendo, secondo ARM, un raddoppiamento dell’efficienza energetica del SoC.
Veniamo poi alal GPU Mali-T622, qualcosa a metà tra la Mali-T604 e la futuraMali-T624. Anche in questo caso, ARM vanta un’efficienza energetica del 50% in più rispetto al T604, con in più rendering multi-core fino alla recenti OpenGL ES 3.0, DirecX 11, e OpenCL 1.1. Il Mali-T622 può essere implementato sia come single-core che come dual-core.
Infine Mali-V500 è una soluzione per l’elaborazione video (sia encoding che decoding) che con una singolo core grafico gestisce encoding fino a 1080p a 60 fps, e riproduzione di video 4K a 120 fps.
Tutte e tre queste soluzioni però sono solo state annunciate per adesso, e saranno disponibili verso metà 2014. A seguire il comunicato stampa originale.
CAMBRIDGE, England & TAIPEI, Taiwan–(BUSINESS WIRE)–Today at Computex, ARM announced an optimized IP solution designed to power the 580 million mid-range mobile devices expected over the next two years. The mid-range market is projected to exceed the number of premium smartphones and tablets beginning in 2015. Targeted at the mid-range market, this new suite of ARM IP is optimized for power, performance and die size. Used together, this suite of IP will provide consumers with premium features like virtualization, big.LITTLE processing and GPU compute at mid-range price points.
The suite extends the ARM® Cortex®-A processor and ARM Mali™-T GPU series with the Cortex-A12 processor and Mali-T622 GPU and introduces a new video IP product, the Mali-V500. With support from ARM POP™ technology and the ARM Development Studio 5 (DS-5™) toolchain, ARM partners can deliver smartphones and tablets with higher efficiency and reduced time to market. Partners will announce their plans in due course, but ARM expects this IP solution will be in mobile devices by mid-2014.
“Mobile users expect a range of devices at different price points and for a mid-range mobile experience to include some high end mobile features. With a billion smartphones predicted to ship in 2013 and tablets projected to out-ship notebook PCs, device-makers can now provide quality, high-performance mobile products with the features that matter the most, at a range of price points,” said Ian Drew, chief marketing officer and executive vice president, ARM. “The market is evolving at an amazing rate and there is now a choice of solutions for semiconductor companies and for mobile device-makers. Our suite of optimized IP expands the choice for the mid-range mobile market.”
The energy-saving technology known as ARM big.LITTLE™ processing is only just coming to high-end devices today, but now can be designed into mid-range smartphones, allowing users to do more with their devices. The Cortex-A12 processor offers ARM partners a 40 percent performance uplift in the same power envelope when compared to the successful Cortex-A9 processor. The Cortex-A12 processor builds on best-in-class efficiency as a standalone solution and additionally supports the innovative big.LITTLE™ processing technology with the Cortex-A7 processor. The Cortex-A12 introduces features found in premium smartphones and tablets to mid-range devices, including virtualization. Additional information for the Cortex-A12 processor can be found here.
The Mali-T622 GPU, is OpenGL ES 3.0 conformant, supports the Renderscript and OpenCL™ APIs, and is the smallest full profile GPU Compute solution available for mobile devices. The Mali-T622 GPU brings a rich, visual experience to mid-range mobile devices with functionality only now becoming available in the highest-end premium smartphones and tablets. It does all of this while providing a 50 percent energy-efficiency improvement over first-generation Mali-T600 series products. A closer look at the Mali-T622 GPU can be found here.
The energy-efficient Mali-V500 video solution provides dedicated video processing and reduces system bandwidth requirements by more than 50 percent[ii] compared to currently available solutions. The Mali-V500 is a multicore video solution, scaling from a single core capable of 1080p/60 encode and decode to multiple cores supporting ultra-high definition 4K at a blistering 120 frames per second. Additionally, the Mali-V500 video solution was architected with support for TrustZone® security technology enabling efficient, hardware-backed security for movie and TV content from download to display. More details on the Mali-V500 video solution are available here.
Google annuncia Play Games Services: multiplayer, classifiche, trofei e salvataggi nella cloud per tutti gli Android e non solo!
Non possiamo definirlo una sopresa, ma questo non ha reso il suo avvento meno gradito, e da oggi il gaming su Android è passato davvero al prossimo livello: quello sulla nuvola.
- Cloud Save: i salvataggi dei giochi sono ora nella cloud, il che significa che possiamo iniziare una partita su smartphone, interromperla, e poi riprenderla su tablet esattamente da dove l’avevamo lasciata
- Trofei e leaderboards: grazie alla profonda integrazione con Google+ potremo invitare le nostre cerchie a partecipare ad una sessione inmultiplayer direttamente all’interno dell’app, e consultare poi i nostri risultati in classifiche sia a livello globale, che limitate al nostro gruppo di amici
Tra i primi giochi che sono già stati aggiornati per trarre vantaggio di queste nuove funzionalità segnaliamo: World of Goo, Super Stickman Golf 2, Beach Buggy Blitz, Kingdom Rush, Eternity Warriors 2, e Osmos, ma ovviamente altri arriveranno in futuro.
La mossa però che nessuno aveva visto arrivare è quella del cross-platform:l’SKD per Google Play game services sarà infatti disponibile non solo per Android, ma anche attraverso un SDK nativo per i giochi su iPhone e iPad. Gli sviluppatori interessati troveranno maggiori informazioni sul sito di google developers, mentre dopo lo stacco vi lasciamo il comunicato stampa ufficiale.
Introducing Google Play game services (May 15th, 2013)
We love to talk about games at Google. Especially the old ones, like Pac-man, Pitfall and Frogger. Since those classics, games have changed a lot. They’ve moved from that clunky box in your living room to the screen that you carry with you in your pocket wherever you go. They’re mobile, they’re social, and they’re an important part of Google Play.
Today, we’re launching Google Play game services, a core part of building a gaming platform for the next generation of games. These services help you make your games more social, with achievements, leaderboards, and multiplayer, as well as more powerful, storing game saves and settings in the cloud. They are available on Android, and many on iOS or any other connected device. By building on Google’s strengths in mobile and cloud services, you can focus on what you’re good at as game developers: creating great gaming experiences for your users.
With game services, you can incorporate:
Achievements that increase engagement and promote different styles of play.
Social and public leaderboards that seamlessly use Google+ circles to track high scores across friends and across the world.
Cloud saves that provide a simple and streamlined storage API to store game saves and settings. Now players never have to replay Level 1 again.
Real-time multiplayer for easy addition of cooperative or competitive game play on Android devices. Using G+ Circles a game can have up to 4 simultaneous friends or auto-matched players in a game session together with support for additional players coming soon.
Several great Android games are already using these new game services, including World of Goo, Super Stickman Golf 2, Beach Buggy Blitz, Kingdom Rush, Eternity Warriors 2, and Osmos.
We’re excited to see what games will do with these new services and experiences, and this is only the beginning. Wait until you get to the boss battle… er.. Check out our developer site to get started: https://developers.google.com/games/
Greg Hartrell, Lead Product Manager
Che Street View non abbia vita facile è cosa ben nota, i cinesi hanno bandito da tempo l’utilissimo servizio integrato in Maps che permette di navigare sulle strade delle città (e non solo), senza contare le innumerevoli “lamentele” da parte di cittadini immortalati dall’occhio indiscreto della Google Car.
Recentemente il gigante di Mountain View ha già versato una multa da 7 milioni di dollari nelle casse del Connecticut per aver collezionato, senza autorizzazione, dati da reti Wi-Fi attraverso i veicoli preposti a mappare le strade. Oggi, per la stessa motivazione, la Commissione per la protezione dei dati e per la libertà dell’informazioni di Amburgo ha multato BigG per 145.000 euro(circa 190.000 dollari).
Nello specifico, il caso in Germania risale a tre anni fa quando, allo scopo di arricchire le informazioni di Street View, Google ha raccolto dati dalle reti Wi-Fi aperte, violando le più basilari regole sulla privacy. Nonostante i dati siano stati già cancellati da tempo e Google si sia ampiamente scusata per la “leggerezza”, la causa è andata avanti arrivando oggi alla sua risoluzione. A seguire la Press Release ufficiale.
Fine imposed upon Google
Ruling in the proceedings pursuant to Wifi scanning is legally binding
The Hamburg Commissioner for Data Protection and Freedom of Information has imposed a fine of 145,000 Euros upon Google Inc. due to illegal recording of Wifi networks.
From 2008 till 2010 Google not only took photographs of streets and houses for its service Google Street View, but also at the same time captured wireless networks within range of the vehicles used for that purpose. As was admitted by Google in response to an inquiry from the Commissioner for Data Protection, content data of unencrypted Wifi connections had also been recorded in the course of this activity.
This was confirmed by the evaluation of the copies of the data provided by Google for the purpose of investigating the issue. Among the information captured in passing were also large quantities of personal data of different quality: for example, e-mails, passwords, photos and chat protocols.
After the facts of the case had been revealed in the year 2010, Hamburg’s Department of Public Prosecutions initiated preliminary investigations, which were discontinued in November 2012. The Hamburg Commissioner for Data Protection and Freedom of Information thereupon took up the matter once again in the context of regulatory offence proceedings.
These proceedings have now been brought to a conclusion with the legally binding decision that Google Inc. had, negligently and without authorisation, captured and stored personal data. At the same time as being notified of the fine, Google was also instructed to delete completely the illegally captured data. The deletion of the data has been confirmed to the Hamburg Commissioner for Data Protection and Freedom of Information.
“In my estimation this is one of the most serious cases of violation of data protection regulations that have come to light so far. Google did cooperate in the clarification thereof and publicly admitted having behaved incorrectly. It had never been the intention to store personal data, Google said. But the fact that this nevertheless happened over such a long period of time and to the wide extent established by us allows only one conclusion: that the company internal control mechanisms failed seriously,” so says Johannes Caspar, the Hamburg Commissioner for Data Protection and Freedom of Information.
Cases like this make it clear that the sanctions provided for by the Federal Data Protection Act are totally inadequate for the punishment of such serious breaches of data protection. For multinational companies, fines of up to 150,000 Euros for negligent and of up to 300,000 Euros for intentional breaches are unlikely, as a general rule, to have a deterring effect. Caspar: “As long as violations of data protection laws are punishable by discount rates, the enforcement of data protection laws in a digital world with its high potential for abuse will be all but impossible. The regulation currently being discussed in the context of the future European General Data Protection Regulation, whereby a maximum fine of 2% of a company’s annual turnover is provided for, would, on the other hand, enable violations of data protection laws to be punished in a manner that would be felt economically.”
A quanto pare Unity Technologies non è soddisfatta dei recenti accordi strategicie punta ad espandere ulteriormente il dominio del suo motore 3D. L’ultima novità del GDC 2013 è che Qualcomm, produttrice del famoso processore Snapdragonè “entrata nella famiglia Unity”: grazie a una partnership tra le due società tutti i dispositivi basati su tale chip, indipendentemente dalla piattaforma, godranno automaticamente di ottimizzazioni aggiuntive integrate nel motore stesso.
Se siete sviluppatori o vi interessano i dettagli tecnici, dopo il salto potete trovare il comunicato per intero.
Unity Technologies Collaborates With Qualcomm to Optimize Unity Development Platform for a Wide Variety of Qualcomm Snapdragon Processor-Based Devices
Unity Technologies to Also Make Available a Robust Portfolio of Exciting New Games Optimized For Certain Qualcomm Snapdragon Processor-Based Devices
SAN FRANCISCO, CA — March 25, 2013 — Unity Technologies, provider of the Unity multi-platform engine and development tools, and Qualcomm Technologies, Inc., a wholly owned subsidiary of Qualcomm Incorporated (NASDAQ: QCOM), announced today that Unity Technologies will be optimizing its multi-platform engine in the coming months in collaboration with Qualcomm Technologies. These modifications will help improve the performance of Unity-authored games and applications running on mobile devices powered by a wide variety of Qualcomm® Snapdragon™ processors from Qualcomm Technologies. As a result, developers will have a unique opportunity to create and deploy dynamic gaming experiences with high-end visuals on various Snapdragon processor-based devices. As part of this collaboration, Unity Technologies also will be making available enhanced and optimized mobile games for certain Snapdragon processor-based devices. Snapdragon users can look forward to new, Unity-based games later this year.
To date, Qualcomm Snapdragon processors, with integrated Adreno™ GPUs, can be found in more than 770 commercially available or announced products, with another 450 product designs in the pipeline. Available in a range of features and configurations, Qualcomm Snapdragon processors enable great gaming experiences across a large spectrum of devices, from entry-level smartphones to high-end smartphones and tablets. As a result, this collaboration will help empower Unity Technologies’ global community of more than 1.5 million registered developers to create better mobile gaming experiences with advanced graphics for many Snapdragon-based Android and Windows devices across the world.
“Qualcomm Technologies is passionate about mobile gaming, so we’re very excited to be working with an industry leader in game engine and tool technologies such as Unity Technologies,” said Raj Talluri, senior vice-president of product management at Qualcomm Technologies, Inc. “This collaboration will allow the two companies to optimize the strength of Unity’s powerful rendering engine with the integrated OpenGL ES 3.0 compliant Adreno GPUs and high performance multi-core CPUs of the Qualcomm Snapdragon processor. As a result, this will help bring exceptional gaming experiences to consumers.”
“As an industry leader in mobile gaming, Unity Technologies is constantly looking to improve the quality and robustness of its multi-platform engine and development tools for Unity’s developer community,” said David Helgason, CEO of Unity Technologies. “We’re excited to work with an innovative global mobile technology provider such as Qualcomm Technologies and support their incredible Snapdragon processors, which are at the heart of many Android and Windows mobile devices across the globe.”