Quad-core iPhones with GPGPU acceleration and firmware 3.0?


Recommended Posts

Not according to the last six months. Outmoded, dinosaur thinking.

Check out what's hot in the App Store.

The iPhone gaming paradigm, even at this early stage, is huge.

Like I've been saying for a while now - moving parts, buttons, dials, knobs, levers, LOL, you name it, are gradually being phased out. And the funny thing is, this push not necessarily coming from the big consoles, but from smaller handhelds. Everyone wants in on an App Store-like feature, and developers are flocking to it.

i highly disagree with u. most of the iphone games, besides simple ones like tetris and card games, are not at all revolutionizing mobile games. I never intended to use my iphone for heavy gaming use, but the "action" games I have played are very cumbersome and lacking the proper controls to really have fun with them. Besides that, my fingers take up 1/3 of the screen because I have to be touching the screen with them to move the character, etc. around..

It will be a sad day for mobile gaming if buttons are EVER phased out completely. Now what would be cool is if apple was open to the idea of adding sleek buttons for games or other tasks. it wouldn't tarnish the iphone for me at all...

Now on the REAL topic, quad core phone would be a great advancement , but really how many people will be needing to use pc applications ona 3.5" screen? And plus, I just bought my 3G! :(

QC for a phone , OverKill :ermm: :blink:
Why?

The old Creative Zen Vision:M that I still have do have a Dual Core CPU inside...

It's not a QuadCore like you see in PCs...

defintely an overkill :)

iphone needs a bit better cpu/gpu and definately more memory (both space and os memory), and it will do fine.

its phone after all not gaming console.

unless they are making something else.

Keep talking, before you know it the physical keyboard and mouse will be gone too. Microsoft Surface, the iPhone, all the other companies scrambling to come up with touch control devices. LTD might be looking a bit far into the future but he's right. Physical buttons as we know it are a dying breed.

lol, the keyboard has been around for probably 100 years, and you seem to think a few new products are going to all of the sudden replace it.

Sounds interesting. Multiple cores would work well if Apple decides to allow multiprocessing.
I bet it's the goal of going multicore, because let face it, one of the biggest default of the iphone right now is being unable to do 2 things except for the music. And this sucks.

Safari at least need it, loading pages in background should be a requirement...

its phone after all not gaming console.
The iTouch is now targeted as a mobile gaming device as well. Apple really pushed it.

And I use more my iTouch to play games than doing music :rofl:

http://www.apple.com/ca/ipodtouch/

Look how mush games are presented on the page.

The iTouch is now targeted as a mobile gaming device as well. Apple really pushed it.

And I use more my iTouch to play games than doing music :rofl:

http://www.apple.com/ca/ipodtouch/

Look how mush games are presented on the page.

I completely forgot about ipod touch :p in any case i dont see many games which could utilise such power. even f you have breathtaking 3d graphics you still dont have proper controls :p

QC for a phone , OverKill :ermm: :blink:

No it's not. My 4+ year old iPod is a dual-core system. And the fact is, you get much better performance/power and performance/silicon when you use many simple cores as opposed to fewer complex ones. The cost of this however, is increased software complexity which isn't as big of a problem as it was 10+ years ago now that we have tools like OpenCL, Open MP, and better compilers, and even just better education into parallel computing.

Touchscreens have been around longer than Apple they were just the first company to do it right, its just like anything gadgety there will always be a "thing" or new fad of the moment, first it was laptops, then the 'origami' UMPCs, now netbooks, then it will be the MIDs(mobile internet devices).

Unless someone comes up with a radical new UI/Input Format tactile buttons will never go away and no amount of gushing over how great Apple is and how far they can see into the future wont change that fact.

To jump in on this debate IMHO the death of the keyboard won't come with the rise of touch screens but rather the day voice recognition if good enough to work first time every time with basically any person and accent out there without the user needing to train the system beforehand. That and the technology has to be able to work around things like speech impediments, stuttering and the like that many users may have as a condition or may just do occasionally even.

Really touch screens are nice but things like surface are really technologies that are replacing the mouse, not the keyboard. They aren't and likely never will be a device that you can use without line of sight so to that extent they are best suited to drag and drop actions and the like as opposed to typing where users expect to be able to achieve a high thoroughput with minimal effort.

So yeah, I personally do see touch screens becomming the norm but keyboards will still remain for typing until such a time as voice recognition is able to take over. Even then there are issues like how do you manage 50 people in an office apartment all talking to their pc's at once? Obviously it can be done since many places are like that only with phones but it would be a concern that may hamper uptake.

I guess the alternative is stylus taking over but I'd argue a stylus isn't necessarily making a typist job any easier. I do think the keyboard will remain until voice communication is common. I doubt we are THAT far away either.

Well I didn't say it above but the extension from that is it should be natural language. So it should be taken to a level where you can say "untar file XYZ to my images directory" or whatever. Obviously we are a bit further away to that that just voice recognition, but once the computer can understand natural language the keyboard will become alot less necessary.

It'll have a place mind still for a long time.

Not according to the last six months. Outmoded, dinosaur thinking.

Check out what's hot in the App Store.

The iPhone gaming paradigm, even at this early stage, is huge.

these products didn't exist when dinosaur's were around...so how could they be thinking about it :p

the iphone is a horrible at playing games the controls are just weak no feedback (hell even a little vibration would do for positive feedback) if people are gonna sit around all day playing games on their iphone they should just jump on a computer were atleast the controls are decent and worth the time

gaming on the iphone is just a nice thing to look at..for a few seconds

Like I've been saying for a while now - moving parts, buttons, dials, knobs, levers, LOL, you name it, are gradually being phased out. And the funny thing is, this push not necessarily coming from the big consoles, but from smaller handhelds. Everyone wants in on an App Store-like feature, and developers are flocking to it.

that while is going to last throughout your entire life :p

for low priority stuff yeah touch screen is great but for everyday use buttons/knobs/dials(arn't they the same thing? :p)/levers will all remain in use

like a studio would want to swap out all their mixer boards for a digital display analogue input ftw

Well I didn't say it above but the extension from that is it should be natural language. So it should be taken to a level where you can say "untar file XYZ to my images directory" or whatever. Obviously we are a bit further away to that that just voice recognition, but once the computer can understand natural language the keyboard will become alot less necessary.

It'll have a place mind still for a long time.

programmers will not want to sit there talking to their computer all day...not ever....in a block of code you'll see the words "****ing piece of ****" and other profanities mostly directed to the clients which wouldn't be good for the client to see :p

Not according to the last six months. Outmoded, dinosaur thinking.

Check out what's hot in the App Store.

The iPhone gaming paradigm, even at this early stage, is huge.

Like I've been saying for a while now - moving parts, buttons, dials, knobs, levers, LOL, you name it, are gradually being phased out. And the funny thing is, this push not necessarily coming from the big consoles, but from smaller handhelds. Everyone wants in on an App Store-like feature, and developers are flocking to it.

It?s not dinosaur thinking... it?s simply terrible to use a hard glass screen to press buttons as fast and accurately as many games need to be controled. Touching is not always good... thats why theres also the *pressing* action.

Some people want to look soooo modern themselves that they start to look ridiculous.

To jump in on this debate IMHO the death of the keyboard won't come with the rise of touch screens but rather the day voice recognition if good enough to work first time every time with basically any person and accent out there without the user needing to train the system beforehand. That and the technology has to be able to work around things like speech impediments, stuttering and the like that many users may have as a condition or may just do occasionally even.

I don't think voice recognition will ever be mainstream enough to kill keyboards, for two reasons:

1. Privacy. People wouldn't feel comfortable with everyone knowing what they are doing at every moment. A bit like why almost no one uses video calls over regular phone calls.

2. It just wouldn't work if there's more people around. Just imagine a crowded office, it would be utterly annoying.

Well I didn't say it above but the extension from that is it should be natural language. So it should be taken to a level where you can say "untar file XYZ to my images directory" or whatever. Obviously we are a bit further away to that that just voice recognition, but once the computer can understand natural language the keyboard will become alot less necessary.

It'll have a place mind still for a long time.

That's more AI than voice recognition. Voice recognition turns the sounds into words, it doesn't assign them meaning.

And even then, what about games, "Go forward 20 meters, turn to 45 degrees right, go forward 20 meters" would be different depending on every game, they might share the same units if they're the same engine, but going from HL2 to Bioshock won't work.

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • You literally have to do it on a desktop, which is incredibly annoying in our mobile-first world. What???
    • What part of "you can’t really depend on service providers to maintain features forever" is not clear enough?
    • Nope. That lack of surround sound capability (analog) won't fly with me. Sure, I use headphones most of the time, but still.
    • Creative Sound Blaster AE-X PCIe review: your headphones will love it by Steven Parker If you have been reading Neowin for any length of time, you may remember that I reviewed the Sound Blaster Audigy FX Pro back in April. I found it to be an excellent budget sound card, even though it lacked support for formats such as DTS over the included SPDIF port. Anyway, Creative reached out to me again asking if I was interested in reviewing the Sound Blaster AE-X. It is a card mainly targeted at headphone wearers, which I'll get into a bit later. Before we get underway, here is a disclaimer: Creative Labs provided a free sample without any review pre-approval. Here are the full specs of it: Creative Sound Blaster AE-X Dimensions: 179 x 126 x 18 mm Weight: 263g / 9.28 oz Platform: PCI-e DAC: ESS ES9039Q2M Connectivity Options Side: Rear: 1 x HD Audio Front Panel Connector, 1 x ⅛“ Headphone port, 1 x RCA Line-out (Left) port, 1 x RCA Line-out (Right) port, 1 x Coaxial SPDIF-out port, 1 x ⅛“ Mic in/Line-in port, 1 x TOSLINK SPDIF-in port Surround: No DNR / SNR: THD+N: 0.0001% Dynamic Range 130 dB Recording Resolution: PCM up to 32-bit / 192kHz (Stereo) Direct Mode: Line Out (Stereo): PCM up to 32-bit  384 kHz Coaxial SPDIF Out: PCM up to 24-bit 192.0 kHz Headphone Amp: PCM up to 32-bit / 384kHz (Stereo) Native DSD: DSD64, DSD128, DSD256 Output Impedance: 1Ω, Supported Headphone Impedance: 8–600Ω, IEM: 0.5Vrms, Low: 1.5Vrms, Mid: 3Vrms, High: 6Vrms, Maximum output power: 350mW @ 32Ω (High), Maximum output voltage: 6Vrms (High) Front Panel Headphone Amp: PCM up to 32-bit / 192kHz (Stereo) Native DSD: DSD64, DSD128 Output Impedance: 10Ω, Supported Headphone Impedance: 32–300Ω, Maximum output power: 40mW @ 32Ω, Maximum output voltage: 1.9Vrms ASIO: ASIO 2.3 Total Harmonic Distortion: THD+N: 0.0006% Dynamic Range: 114 dB Scout Mode: Yes EMI shielding: No (but it passed all the FCC emission tests) Operating temperature: 0–45°C Input Power: 12V⎓0.5A Warranty: 1 Year (MSRP) Price: $179.99 / £169.99 The Sound Blaster AE-X was announced at the end of May, and it becomes clear that it is mainly for headphone wearers. I should also note that the card does not support DDL/DTS encoding technology, but it is said to support decoding through the coaxial SPDIF port. I was able to test this working with the classic Windows Sound properties, but I could not get a DTS (decode) signal through my Logitech Z906, it defaulted to 3D sound whenever I played DTS content through Plex or Emby. In addition, this card only supports two channels (stereo) over the speakers. The surround support is limited to the Headphone Amp, so before I get underway, what we have here is a card mostly intended for headphone use, especially with its SPDIF In (Toslink) port where you could connect another device like a console. So what about the highlights of this card? The AE-X is powered by the ESS SABRE DAC (ES9039Q2M), which is capable of a 130 dB dynamic range. In addition, it supports 32-bit/384 kHz playback for deeper detail and clarity. The headphone amplifier delivers up to 350 mW @ 32Ω, which admittedly far surpasses standard onboard audio, offering support for studio-grade headphones. DSD256 and ASIO 2.3 are also supported. What doesn't it have? No support for What-U-Hear, Super X-Fi, or the SmartComms Kit No EMI shielding, but it passed all the FCC emission tests (from the FAQ) I also want to make it clear that I am no audiophile. For me, it's purely subjective and it should just "work" out of the box. First impressions As I said in the introduction, I was a bit sad to see that the AE-X only supports stereo output, meaning it would not be on par with my ALC1220 over my speakers, as I mentioned it seems like this card is marketed toward headphone users. Since I am not an avid gamer that would rule me out as a potential customer, but I can still test its capabilities! The card arrived in a nice-looking box, as shown above. It's quite a bit larger than the Audify FX Pro that I reviewed back in April, and at first I thought the covering meant that it was EMI shielded, but it isn't as mentioned above in the highlights section. What's in the box: 1 x Sound Blaster AE-X PCIe card 1 x 3.5 mm CTIA TRRS to Dual TRS Headset Splitter Cable 1 x Quick Start Guide Aside from the Quick Start Guide, which someone at my age (I guess) needs a magnifying glass to read thanks to the tiny fonts, Creative Labs also has the manual online, which first requires you to prove that you're human in order to access it (so I can't direct link it). Anyway, the box is mostly made up of cardboard, and the only plastic in it is the anti-static bag for the card itself. Design Top Bottom The card itself looks pretty cool and actually wouldn't look out of place in an all-white build. There's only one connector, and for some reason it is awkwardly placed on the side (front-facing) that is for the front panel audio connector, which will let you use the headphones through the front PC audio jack. Since the front panel Headphone Amp has fewer capabilities than the rear headphone port, I decided not to use it. Rear of card PCI-e interface The rear of the card is completely open and is normally where you would find the front panel connector. The PCIe interface side is completely covered, which initially made me think it was EMI shielded. I/O panel Side (front-facing) with Front panel connector On the outer rear bracket side we have the TOSLINK SPDIF in, Coaxial SPDIF out, RCA line out (Right), RCA line out (Left), Headphone out, and Mic/Line in ports. On the front facing portion of the card itself is the F-panel connector. Usage Test System Our test system consists of the following: AMD Ryzen 9 9950X3D Gigabyte X870E AORUS MASTER (BIOS F12) Corsair RM1000x (2024) Thermal Grizzly Kyronaut (33x33x0,2mm) 2x 32GB Kingston Fury Beast RGB DDR5 6000MT/s CL36-38-38-80 T-Force Z540 2TB (PCIe Gen5) NVIDIA GeForce RTX 5090 Founders Edition (NVIDIA) Creative Sound Blaster AE-X Windows 11 25H2 Pro I installed the card into the Gigabyte X870E AORUS MASTER which includes the RealTek ALC1220 onboard audio. For our subjective listening tests, I used the Coaxial SPDIF port to my Logitech Z906 speakers. For headphone tests I used the OneOdio Studio Max 2 Wireless DJ Headphones that I reviewed last month. After installing the audio driver, I installed Creative Nexus, which is a relatively new app designed for the latest Sound Blaster cards. Then I discovered the AE-X needed both a driver update from 1.00.15.0001 to 1.01.09.000 and a firmware update from 1.00.06.0000 to 1.00.06.0002, then I was set to go. It should be noted that the card did not work without the driver (not Plug and Play). As you can see above, you can manage the firmware, driver, and inputs via Advanced Settings on the Device tab. By default Nexus enabled "Direct Mode". Upon clicking on Acoustic Engine, the Equalizer can be enabled and set to four different presets, which are: Gaming Music Movies Footsteps Enhancer There's also a dedicated Scout Mode for gamers. I mainly used Tidal and Spotify in the past week to listen to some of my Liked Songs (which now total over 700) in Shuffle mode; there were no pops or interference that I could hear. I also found a 5.1 Surround Music playlist on Tidal that sounded really great over Studio Max 2 headphones. When I reviewed the Audigy FX Pro, I went out and purchased a Logitech Z906 set second-hand for €100 specifically to use with the card, but in this instance all I could get on the AE-X was the 3D output of surround sound through Coaxial SPDIF and although it still sounded great, it isn't quite as good as DTS Interactive via my onboard Realtek ALC1220. Conclusion So what have I learned? The AE-X lacks multi-channel support for 5.1/7.1 setups and drops support for modern surround technologies like Dolby or DTS, functioning strictly as a stereo output device. So to really benefit, you will need Studio-grade headphones to "hear" the benefits of this card. With that being said, I can imagine it will appeal to gamers who are switching between console and PC. By utilizing the SPDIF in port, you could just plug your headphones into the AE-X (front or rear port) and then switch between PC and Console without having to move the headphones to a different port. As I said in the Sound Blaster Audigy review, the EQ in the Creative Nexus app offers safe presets, which allows a user to further tweak the lows, mids, and highs for a personal listening experience. Of course it all depends on the headphones you hook up to it. Speaking of headphones, I kind of wish I had higher-quality Studio-grade headphones to really test this card with; I'm not usually wearing headphones in my day to day duties. The only time I will wear them is if I want to listen to music very late at night and I don't want to disturb my neighbors, so my rating (verdict) is based on this fact. Someone with a PC/Console setup and wears headphone religiously to game, and consume media will benefit much more than I from the high-quality Headphone Amps that are included in the AE-X. Once again, I do feel like Creative could have gone the extra mile to support the S/PDIF port a bit more. Why include it if you're not supporting the main popular digital formats? It seems like the decision was more of a legacy-based one, offering uncompressed 2-channel PCM audio, for users with high-fidelity audio systems and external DACs. Maybe I will be lucky enough to review a card that truly includes all these features in the future. I am sure readers with far more knowledge on audio systems than me will correct me in the comments below. I'll just say I am happy to learn what I don't know! Where to buy The Sound Blaster AE-X is available to purchase now in preorder for $179.99 on the U.S. Creative website, or for £169.99 on the Creative UK website and will start shipping to customers from June 25.
    • $80 or 90%, anything else would be financial suicide one way or another.
  • Recent Achievements

    • Week One Done
      Supreme Spray LV earned a badge
      Week One Done
    • One Month Later
      Genuinetonerink- Dubai earned a badge
      One Month Later
    • Week One Done
      Genuinetonerink- Dubai earned a badge
      Week One Done
    • One Year In
      hhgygy earned a badge
      One Year In
    • Week One Done
      AMV earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      513
    2. 2
      +Edouard
      165
    3. 3
      PsYcHoKiLLa
      88
    4. 4
      Steven P.
      74
    5. 5
      Michael Scrip
      73
  • Tell a friend

    Love Neowin? Tell a friend!