The Apple MacBook Air has been a ground-breaking first-generation product (in my opinion). So, what will Apple do to top it when an update comes later this year? There are some telling indicators already. This is what I expect--and hope for--as a user.
(Credit:
Apple)
First, a disclaimer. I am not an Apple fanatic. The MacBook Air is the first Apple product I have ever used for more than a few days. For well over a decade, I have been wedded to Wintel (Windows-Intel) laptops.
Before I dive into upcoming features, I should also mention that I have been extremely pleased with the Air and have used it almost daily for the last four months. But I would be remiss if I didn't say it is overpriced, as all subnotebooks are.
Overpriced but still an amazing design Apple made a very studied decision to exclude certain features. This makes the Air an Air. Apple could have included more ports and a little more of this and pinch of that--but then it would have been just another subnotebook.
So, I expect Apple to maintain the uniqueness of the Air for the next refresh.
But improvements are always welcome. And here are a few things that potential buyers can expect to see when a new Air is rolled out.
Apple has begun to give us hints of things to come. A $500 price cut for the solid state drive (SSD) model is one of the biggest indicators so far.
A bigger, better solid state drive The next Air will offer drives that range in size to more than 100GB. A likely offering would be 128GB from vendors like STEC. (Samsung supplies the current SSD.) Intel and Micron Technology can't be ruled out. Their drives will come in 80GB and 160GB capacities.
These SSDs will also likely use multiple-level cell (MLC) technology, in contrast with current drives that use single-level-cell (SLC). MLC allows higher-capacities but presents power and data reliability challenges, which suppliers claim to have overcome.
Processors Invariably, all notebooks get upgraded with better processors and graphics. I think the Air's current performance is superb for a subnotebook. I have owned many subnotebooks over the years and anemic performance can render them practically unusable as an everyday machine. But I haven't had this problem with the Air (see note at bottom).
Intel's upcoming 45-nanometer "Montevina" (Centrino 2) low-power offerings should make this experience even better. Though an initial Montevina refresh is slated for July 14, low-power versions won't appear until this fall. Intel refers to these as SFF (small form factor) processors. They will come in high-performance, low-voltage, and ultra-low-voltage variants.
SFF Montevina processors will range from 25-watt (2.4GHz) to 17-watt (1.86GHz) to 10-watt (1.2GHz). The current Intel processor used in the Air is rated at 20 watts at 1.8GHz.
Whether Apple chooses one of these or opts for something not currently on the Intel roadmap of course remains to be seen.
Graphics Graphics will get upgraded. Montevina will come with Intel's GMA X4500 graphics, which Intel has said repeatedly will be three times faster than current X3100 integrated graphics.
Battery Insufficient battery life is a problem that plagues all subnotebooks. It has often been suggested that Apple include a removable battery (for easy replacement), but that could compromise the ultraslim design. Having said that, I have been pleased with the battery life compared with other notebooks I have owned.
Hazarding a guess at other features such as upgraded hard disk drives, better screens, and external extras like a docking station is too speculative (and the latter would also compromise the design), so I'll refrain from making any predictions.
But the Air shouldn't change too much. With a simple performance upgrade, it would be an even more remarkable computer.
(Note: No, the Air is not as fast as a 14-inch Hewlett-Packard 6910P, for example, but no PC maker can squeeze that kind of performance into a Air-like form factor.)
A service pack became available Tuesday for CorelDRAW Graphics Suite X4 illustration and desktop publishing applications.
Corel's updates add support for more than 25 new camera RAW formats. The company also aimed to iron out some graphic design workflows.
"With this service pack for CorelDRAW Graphics Suite X4, we have focused on addressing the major feedback provided by our users," said Gerard Metrailler, senior director of Corel's graphics product management.
Users can obtain the updates automatically via the installed software, or by visiting Corel.com. A free trial of the suite is also available.
CorelDRAW Graphics Suite X4 includes CorelDRAW for illustration and page layout, PhotoPaint for photo editing, and PowerTRACE for bitmap-to-vector tracing. The package, considered a competitor to the more expensive Adobe Illustrator and InDesign CS3, works on Windows Vista and XP systems.
Corel also sells the image applications Painter and PaintShop Pro, as well as WordPerfect X4, a competitor to Microsoft Office.
Earlier in June, the Ottawa, Ontario-based company announced an early preview of its Designer Technical Suite X4, which includes CAD 3D and AutoCAD compatibility.
Brighter, crisper images are the goal for top Intel researchers in their work on future graphics technology.
I talked Wednesday with Intel's Jerry Bautista, the co-director of the Tera-scale computing research program, and Daniel Pohl, an Intel researcher. I focused mostly on a concept called ray tracing but also questioned them about Intel's upcoming Larrabee processor.
Reflections: ray tracing versus rasterized graphics
(Credit: Intel)First, some background. Ray tracing--whether you agree or disagree about its viability--has been a fairly hot topic. It has been mentioned frequently by Intel over the last six months. An Intel blog titled "Real Time Ray-Tracing: The End of Rasterization?" and later comments by Intel executives that the company is looking at doing ray tracing on its processors set the stage for debate on the viability of ray tracing in mainstream gaming.
Ray tracing is a technique for rendering three-dimensional graphics using complex light interactions, allowing the creation of extremely detailed reflective surfaces, for example, with stunning photorealistic results.
In the future, ray tracing may compete with today's traditional raster-based graphics used in games running on Nvidia and AMD-ATI graphics processors. Intel claims ray tracing runs better on general-purpose processors, such as its Core 2 Quad processors, than on traditional graphics processors. Ray tracing may also run on future processors such as Larrabee.
Intel CEO Paul Otellini alluded to this at a Sanford C. Bernstein & Co. Strategic Decisions Conference last month. Asked who Intel's major future competitors are, Otellini responded, "In graphics, as we move up the food chain, we're bouncing into ATI via AMD and Nvidia more than we used to. And I don't expect that to abate anytime soon."
... Read moreAs has been widely reported (for example, by EDN Magazine and both Brooke Crothers and Dan Ackerman here at CNET), Intel has delayed the first customer shipments (FCS) of its "Montevina" chipsets, part of the new Centrino 2 platform.
The delays are pretty short, however... a matter of just a few weeks.
Intel attributes the delays to two independent problems: one with FCC certification of the 802.11n WiFi feature in the chips (just "paperwork," Intel says), and one with the integrated graphics engines in some models.
Intel's probably right about the WiFi certification problem. I've been through the FCC certification process (for electromagnetic interference (EMI), at least); there sure is a lot of paperwork involved.
For the graphics problem, I see a couple of possible explanations.
Intel could have discovered a design flaw in the first production units severe enough to prevent them from being shipped, which would have caused a substantial delay while a new run of production units was completed. (See my earlier blog post, "Design flaws, defects, and faults", for an explanation of how design flaws are related to product defects and faults.) This delay would have been largely hidden by the usual rounds of testing, but perhaps it just used up a little more time than the slack that was available in the schedule.
Or perhaps there was a design or manufacturing flaw that didn't require trashing the first production run, but which did require some additional testing and qualification to reject specific problematic parts. This could be caused by slower or hotter operation than expected, for example. Such a problem would cause a shorter delay-- just the extra testing time. A statement from Intel in the Crothers post referring to "re-screening" suggests this is the situation here, although potentially that statement could also describe testing a second production run to ensure the problem has been solved.
I find it interesting that this problem is related to Intel's new graphics engine, which is certainly the most important element of the new chipset. Intel's previous integrated graphics products have been criticized for not really being up to the challenges of running Windows Vista, including by Microsoft itself, but due to pressure from Intel, Microsoft certified these chips as "Vista Capable." That's technically true-- I've used integrated-graphics platforms under Vista myself-- but the resulting shortfalls in performance and features probably discouraged many new Vista users.
Graphics engines are very complicated, and getting more complicated every year. Intel started out well enough in the graphics business when it worked with Real3D (now defunct) to develop the Intel740, a discrete graphics chip, but 18 months later it found itself already 18 months behind ATI and NVIDIA, and fell back to selling only integrated-graphics chipsets, where the graphics component is worth only a few dollars in incremental revenue.
Intel plans to get back into the market for discrete graphics chips in 2009 or (more likely) 2010 with "Larrabee", a multi-core CPU in which some cores are optimized for graphics processing. I think Larrabee will turn out to be a technical disaster, but Intel has leveraged its market domination to turn previous technical disasters into financial windfalls. Think of the Pentium 4's "Hyper-Pipelined" design, for example, which was too hot and too inefficient, ultimately forcing Intel to bring its predecessor, the P6 design, back from the grave several years later. Intel's current graphics engines, however, are barely worth selling today, and they won't be worth reviving after Larrabee has run its course.
Industrial Light & Magic's Hayden Landis, who was the computer graphics supervisor on the latest Indy film, views stills at the San Francisco headquarters of the Lucasfilm special effects division.
(Credit: Michelle Meyers/CNET News.com)
SAN FRANCISCO--There's just something about that familiar Indiana Jones music. You know it--dun ta dun ta, dun ta da...
Even having spent months slaving over some 540 computer-generated images for the just-released Indiana Jones and the Kingdom of the Crystal Skull, the admittedly jaded Hayden Landis still gets excited when he hears that theme song.
"The little kid in you comes out," said Landis, computer graphics supervisor on the film, recalling the music in the opening of the movie trailer. "I grew up with Indiana Jones."
It's that very nostalgic feeling that Landis and his team at Lucasfilm's Industrial Light & Magic tried to create with the film's visual effects--at director Steven Spielberg's request, Landis said.
Whether it was from nostalgia or some other motivation, people have turned out for the movie in force. Hollywood Reporter said Sunday that Kingdom of the Crystal Skull has tallied an estimated gross of $269 million worldwide for its opening weekend, finishing No. 1 in all major markets. In the U.S., the Associated Press reported, the movie grossed an estimated $101 million from Friday to Sunday, plus $25 million from its opening night Thursday.
Spielberg "wanted to make sure it looked like all the other" Indy films, Landis explained Friday in an interview with CNET News.com here at ILM's headquarters. Spielberg even shot the film with one of the very lenses used for the first Indiana Jones film, Raiders of the Lost Ark, which was released 27 years ago.
From a technological standpoint, that meant some challenges in seamlessly matching the computer-generated images (CGIs) to the older film style--lens scratches and all. In that vein, the computer animation couldn't be "in your face," and if ILM did its job, viewers will hardly notice the 45 minutes of CGI in the film, Landis said. Interestingly, about 300 people worked in-house on CGI for Kingdom of the Crystal Skull, the same number of people who worked on the film's set, Landis said.
Another technological challenge was the sheer array of types of CGI used in a film which, like its prequels, involves worldwide adventure. "We have a bit of everything in this," Landis said, listing examples like water, space, hair, and creatures.
An Indiana Jones movie poster is displayed prominently in the lobby of Lucasfilm's Industrial Light & Magic in San Francisco.
(Credit: Michelle Meyers/CNET News.com)For example, in a jungle chase sequence shot in Hawaii, to make an area look more like undisturbed terrain, the team tapped into ILM's virtual garden library and added lush plants digitally. A relatively plain road was magically converted into a dramatic cliffside, he said.
ILM also created a new software tool for the film called Fracture, which allows the special effects team to "destroy" (i.e. blow up) huge "set pieces," (i.e. buildings), Landis said. These are things that were never possible before CGI, he added, because of health risks or other constraints.
As for working with Spielberg, Landis called it "refreshing," because the director always had a clear big-picture idea of what he wanted and left the details to others.
Next up for Landis is another nostalgia-oriented project--a redo of the Star Tours ride at Disneyland. The big question...will Captain EO make a comeback?
This post was updated at 11:12 a.m. PDT after ILM corrected the number it initially provided of CGI shots in the film. There were 540 CGI shots in the film, not 450.Nvidia will take part in the launch of Via's Isaiah processor slated for next week, just prior to Computex in Taipei, Taiwan.
Via will provide the central processing unit and motherboard, plus the core logic (chipset) solution, while Nvidia will provide the graphics processing unit, said Drew Henry, general manager of Nvidia's platform products division.
Nvidia will offer standalone "discrete" graphics for both notebook and desktop platforms using the Isaiah chip, Henry said.
"We are participating in the launch. We wish to work with them in demonstrating any number of different visual computing applications," Henry added.
Isaiah is Via's first high-performance x86 chip and is targeted at the mainstream PC market--another first for the Taipei-based chip supplier. Via processors have historically appeared in ultra-small mobile devices (such as the OQO), embedded computers, or thin-client computers.
"Their solution is better than (Intel's) Atom solution because (Isaiah) is a newer technology," Henry said.
One of the main differences between Isaiah and Atom is that Intel's chip uses a more simple "in-order execution" design, compared with Isaiah's Superscalar, out-of-order design.
Because of this more sophisticated design, Isaiah may deliver higher performance than Atom under certain processing loads. But Isaiah may also compete with Intel's higher end Core 2 solo (single processor) and Celeron lines. In this case, it may not have a performance advantage.
Nvidia confirmed Friday that it has acquired RayScale, a small company that develops ray-tracing technology. Financial terms of the deal have not been disclosed.
Ray tracing has been mentioned frequently by Intel over the last six months. An Intel blog titled "Real Time Ray-Tracing: The End of Rasterization?" and later comments by Intel executives that the company is looking at doing ray tracing on its processors set the stage for debate on the viability of ray tracing in mainstream gaming.
PC graphics technology today uses rasterization. (A discussion of ray tracing vs. rasterization.)
Ray Tracing is a technique for rendering three-dimensional graphics with extremely complex light interactions, allowing the creation of transparent surfaces and shadows, for example, with stunning photorealistic results.
Ray tracing is a highly parallel process. And the GPU (graphics processing unit) provides high level of parallelism, according to Nvidia officials speaking at a conference on Thursday. The GPU has special function units that were desgined for doing graphics operations that are perfect for ray tracing, said Nvidia Chief Scientist David Kirk.
At the conference, Kirk and RayScale scientists discussed "GPU ray tracing." It's not clear how soon this technology would be used commercially by Nvidia.
RayScale, which provides interactive ray tracing and photo-realistic rendering solutions, says its technologies "dramatically increase the speed and realism at which graphics professionals can produce high quality three-dimensional computer graphics and photorealistic computer images."
RayScale is a product of the decade-long interactive ray-tracing research at the University of Utah, according to RayScale.
At the Intel Developer Forum in Shanghai in April, Senior Intel Vice President Patrick Gelsinger spelled out Intel's vision: essentially that ray tracing-based rendering technologies can be used in high-end gaming. "An intro of these capabilities into mainstream gaming we believe is possible in the future," Gelsinger said at that time.
Intel though has provided little proof beyond the running of some aspects of Quake IV (a relatively old game), for example, on an eight-core system.
Jen-Hsun Huang doesn't pull any punches. And Intel is a favorite punching bag these days.
I had a chance to sit down with the Nvidia CEO as he described his company's philosophy and what sounds like the first volleys of a long battle with Intel.
Nvidia CEO and founder Jen-Hsun Huang
(Credit: Nvidia)A quick backdrop: Nvidia is the largest graphics chip company in the world, with quarterly revenue in the $1 billion range. Although Intel and Nvidia seem to exist in symbiotic bliss inside many PCs, this doesn't reflect the two companies' business models, which are in many respects far apart.
Intel is a chip manufacturer. Nvidia is not; it's a fabless company. Intel supplies the central-processing unit (CPU), a general-purpose processor. Nvidia supplies the graphics-processing unit (GPU), a special-purpose chip.
Huang is relentless in driving GPU performance--and fearless when challenging Intel. This is admirable, if anything. Even the world's largest PC makers treat Intel with great deference--publicly--because the chipmaker is so instrumental in supplying and defining the core electronics in their PCs (And partly due to the fact that they use Intel advertising dollars).
But Huang will tear into Intel when he thinks it's warranted. And Intel may have reason to be worried about the content of Huang's candor. Despite Intel's colossal size and and clout, Nvidia--not Intel--supplies the defining chip for the most savvy computer users: game enthusiasts. They depend on Nvidia graphics chips to deliver the spectacular visuals of games like Crysis.
And few people will deny that computing is becoming more visual. The GPU is essentially a parallel-computing engine that is extremely efficient at running visual (and scientific) software--that is, many of the popular graphics, video, and photo applications now running on PCs.
Nvidia is set to challenge Intel in the mobile Internet device space. It is getting set to make a big platform play in tiny, fit-in-your-pocket devices with its APX 2500. This "system on a chip" will house everything that comes on a PC circuit board today. Intel is targeting the same market with its Moorestown processor, due in late 2009 or 2010.
One important note: because Huang had made so many references to Intel over the last few months, particularly at the financial-analyst day in April, the interview revolved around this topic. In some cases, I asked pointed questions about Intel and posed hypothetical--i.e. devil's advocate--scenarios. In other cases, Huang volunteered statements about Intel.
Huang has spoken forthrightly in the last few months about Intel. The obvious question is why.
"People thought that I had lost some of my patience with Intel recently. The fact of the matter is that they're out spouting things that are just not true. And I was just correcting that," he said.
"Intel is a big, powerful company," I noted to Huang. "And there aren't many people like you in the industry, who are so blunt about Intel."
His reaction: "Because they are Intel. Because they are a monopoly. Because they are a market-dominant player. They ought to be held to a higher standard. They shouldn't be able to say that other peoples' businesses are going to die."
Huang, here, is referring to a statement by an Intel executive who recently said current graphics technology (sometimes referred to generally as rasterization) will be replaced by another kind of graphics technology (sometimes referred to as ray tracing), on which Intel is working.
Intel has also been dropping more hints about its upcoming high-end graphics chip, called Larrabee, with relatively few specifics. I asked Huang if he thought there was a reason so few details had been given.
"Larabee is a PowerPoint slide," Huang said. "I haven't met a product on my PowerPoint slide that I don't like. You know, they're floating Larrabee out there just to put a shadow over us, cast a cloud over us. They've already slipped it two years from the time they talked about. They would love to slip it another four years and leave a cloud over me."
"Just to play devil's advocate," I said, "Intel sees the success of the GPU. So it has to crank up its skunk works and develop a fast GPU too (Larrabee). Then Intel, being Intel, has to fill its factories and sell these things. Again, I'm playing devil's advocate here."
Huang's immediate reaction: "You and I have a deal. If you're going to write controversial stuff about what I say, can you write what you just said? Here's what I believe: I believe that the entire world believes that what Intel does is build a factory, stuff that people don't want to buy, and then shoves it down its customer's throats. Just like you said."
Huang also spoke about how the PC industry is shifting away from the CPU-centric vision.
"We would love it if people would buy more GPUs, but the fact of the matter is, we don't have Intel's budget to tell you to buy something you don't need. We're going to let the market decide for itself," he said.
"Selecting the right GPU for the right CPU--and having these two processors collaborate. We call it the optimized PC design," he continued. "Notice, we didn't call it 'increase your GPU' design. Notice we didn't go 'buy more quad cores.' It's not a market benefit message. The optimized PC asks what your work flow is. Take the work flow, and benchmark it on the machine. And decide for yourself."
Huang had a few points to make about changes in PC marketing.
"The whole idea that the PC industry is good, better, best, faster microprocessors, more memory--that psychology of the PC industry is so yesterday," he said. "Not a single person believes it. Sony doesn't believe it. Dell doesn't believe it. HP doesn't believe it. God knows Apple doesn't believe it. Nobody believes it anymore."
Huang elaborated, saying that at the other end of the computing spectrum is the minimalist PC, which Nvidia's APX 2500 system-on-a-chip addresses.
"There's a movement toward 'I want the most minimal of PCs': the ThinkPad (X300)," Huang said. "In the future, if it's not thin like a sheet of paper, it's just too much. There should be no electronics. There should be just one tiny chip. And this computer ought to cost nothing. The display should be the most expensive thing. It's not about the CPU. It's not about the GPU. It's about the computer on the chip."
But Intel, and its capacity to integrate more and more of the PC's function into its chipsets, is never far from his mind. Huang gave a number of examples of companies--as smaller and smaller chip geometries have allowed more and more transistors to be packed into a single chip--that disappeared because they were integrated out of existence. (Think sound chip and multimedia chip companies as just a few examples.)
"Make me...list one single example where Moore's Law is not your enemy today," he said. "At this very moment, the only one we know of is the GPU."
Every year, Huang said, "we're making chips that are twice as big as the (year) before that. And every single year, we deliver an experience that is twice as good as the year before. And every single year, people say, 'It's not good enough. I want more. I want more.'"
Throughout it all, Moore's Law is still Huang's friend, he said.
"Notice in the case of CPUs, people are saying, 'I don't need that many gigahertz,' or 'I don't need that many cores,'" Huang noted. "(CPU makers) are going down that path. And that's why it's possible now to build an Atom CPU. At that point, the technology becomes good enough."
Huang said he is not trying to wish Intel away. He is willing to co-exist. But he doesn't believe that Intel is able to do this. This probably is his biggest beef.
"There are going to be two important processors in the system," he said. "A microprocessor that is used for all kinds of complicated, unpredictable sequential code. And a parallel processor, called a GPU, that is really dedicated toward doing very parallel, very heavy-lifting mathematical operations."
Huang refocused his attention on Intel.
"Intel cannot share the world with someone else. They want the world to have one processor. They don't want the world to have two processors, even if it's good for them. (The Nvidia chip) just happens to be so famous, and just happens to be so popular, and happens to be so delightful that it just really makes them upset. That's an anti-innovation feeling. That's a monopolistic feeling, right? You can't share the world with somebody else."
His attitude borders on paranoid. But in Silicon Valley, the credo "only the paranoid survive," put forth by former Intel CEO Andrew Grove, is followed by many.
"People have been predicting the demise of our company for 10 years now," Huang said. "Intel has been in the graphics business for 10 years. They've been predicting our death for 10 years. They'll be predicting our death 10 years from now."
Watch out, Nvidia is stalking the iPhone. The maker of fast graphics processors will apply its chip know-how to juice up the mobile internet device market and the Windows Mobile interface.
Nvidia APX 2500-based Windows Mobile device has flick-and-roll interface
(Credit: Nvidia)As reported back in February, after a decade of pumping up PC performance, Nvidia is betting a big part of its future on boosting graphics performance in fit-in-your-pocket mobile internet devices (MIDs).
CNET Video of APX 2500 prototype here.
iPhone-style devices with Nvdia's APX 2500 system-on-a-chip--due late this year and next year--incorporate most of the functionality of a PC. (See block diagram.) And it is important to note that Nvidia is building all of the core electronics that will run a mobile internet device, not just the graphics component.
The APX 2500 is different from Intel's Atom processor platform--which is offered as a processor and a separate chipset--because the 2500 integrates everything onto one piece of silicon. This makes it more akin to Intel's upcoming Moorestown processor that's due next year or early 2010.
Nvidia's goal is to pack as much processing punch as possible into a few-hundred-milliwatt power envelope, said Michael Rayfield, general manager of the Mobile Business Unit. "I said start from zero. And then made my team beg and plead for every milliwatt," he said. Notebook PC processors typically operate in power envelopes between 10 and 35 watts.
But to the user, the biggest difference will be Microsoft's Mobile Windows interface and what can happen when there is Nvidia GeForce graphics silicon pushing everything around.
The platform that Nvidia is demonstrating goes far beyond the staid, pin-striped Windows Mobile that is used today. Nvidia is showing finger-flick-and-roll screens and accelerometer-based reorienting 720p video.
These tiny devices are designed to run 720p HDTV video for 10 hours--one of the marquee features that Nvidia will be emphasizing, Rayfield said. He plugged a prototype APX 2500-based device into a large screen TV via a High-Definition Multimedia Interface (HDMI) connector and played high-definition movies with the same fluidity and resolution as you get from a big HDTV box or bigger computer.
Nvidia APX 2500 block diagram
(Credit: Nvidia)All on, believe it or not, Windows Mobile. The operating system has struggled since its inception back in 2000. Initially, it had promise on Compaq (and later Hewlett-Packard) iPaq handhelds, but these devices never appealed to a large base, even in corporate America which eventually went en masse for the Blackberry. There is more acceptance now as Windows Mobile 6.1 is adopted by companies like HTC, Samsung, and Acer (which announced its intention to bring out a Windows smartphone)--but it is still Windows. In a post-iPhone world, Nvidia says this is not adequate.
The prototype mobile internet device that Nvidia is currently working on is not the product that will appear from phone companies or navigation device vendors. Rayfield said it is necessarily a thick device and contains extra circuit boards because it is a development platform. The final product made by device manufacturers will be thin, he said.
Nvidia APX 2500-based Windows Mobile device interface
(Credit: Nvidia)Inexpensive circuit boards can work reliably with the fastest AMD quad-core Phenom processors when modifications are made, according to a report. This comes in the wake of mismatch issues between Phenom chips and select motherboards, as reported by Asia-based vendors.
Gigabyte AMD 780G-based motherboard
(Credit: Gigabyte)The mismatch between high-end Phenom processors and lower-end motherboards became an issue when some Asia-based manufacturers attempted to plug in 9750 and 9850 Phenom processors into boards based on AMD's 780G chipset. The chipset is attractive to board makers because of its relatively high-performance integrated graphics. (A motherboard is the main circuit board in a PC.)
On Monday, AMD spokesman Jake Whitman said this to CNET's nanotech: the circuit's blog: "What people have done, mistakenly, is paired a 780G (chipset-based) motherboard with the higher frequency Phenom--the 125-watt Phenom."
AMD recommends using a higher-end 790 chipset-based motherboard.
Because of the higher thermal envelope of 125-watt Phenom chips, heat can cause stability issues on less-expensive motherboards, according to a report at tech Web site AnandTech. One of the problems is that some of the less-expensive boards claim support for 125-watt chips.
Against this backdrop, AnandTech demonstrated that motherboards with the 780G chipset will work reliably--with some modifications.
Boards were tested from Gigabyte, Jetway (PDF), ASRock, and Biostar. The tested boards from all four companies support the 125W processors.
"Each and every manufacturer, along with AMD, agreed that cooling the MOSFETS properly was critical to the successful operation of the board at stock or overclocked speeds with the 9850BE--and to some degree, the 6400+ X2," AnandTech said.
(A MOSFET, or metal-oxide-semiconductor field-effect transistor, handles voltage regulation on the motherboard.)
"This is based on the board manufacturer utilizing a properly developed power delivery system that is designed to handle the 125W TDP processors and in the future, the upcoming 140W TDP Phenoms."
AnandTech said it got around the problem by installing a second fan or a modified heatsink. "We installed a secondary 120mm fan that provided enough airflow over the board to ensure stable operation under our load scenarios."





