presentation title - AMD

presentation title - AMD

EVOLUTION OF MULTIMEDIA & DISPLAY MAZEN SALLOUM 26 FEB 2015 AGENDA 4K Video Emergence of 4K Devices 4K Formats 4K Video Compression & Decode 4K Graphics 4K & Display Interfaces Adaptive-Sync Video Playback Graphics Rendering & Current Sync Issues Power Saving 2| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 |

OVERVIEW Multimedia and display components of embedded systems are constantly evolving New compression and display standards New types of content Focus on following specific topics 4K video content Adaptive-Sync 3| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | 4K Video EMERGENCE OF 4K OR ULTRA-HIGH DEFINITION (UHD) Migration towards higher resolutions than now common High Definition (HD) 4K is four times number of pixels compared to HDs 1080p format 4K presents much better image quality and finer detail Perception of detail depends on distance from display

4K panels are higher density (or PPI), as compared to HD, which offers smoother looking image, especially at closer viewing distances 5| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | 4K DEVICES AND USAGE 4K is used across different types of devices High-end monitors and large-size digital signage displays All-in-one PCs Tablets Consumer TVs Notebooks Digital cinema projectors Capture devices: Professional and prosumer camcorders and cameras Content distribution websites streaming at 4K formats 6| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 |

4K & UHD FORMATS UHD is a TV standard, defined by ITU, and it covers two resolutions 1 UHD-1 is 3840x2160 (8.29 megapixels) 4x number of pixels of High Definitions 1080p Aspect ratio of 16:9 UHD-2 is 7680x4320 (33.18 megapixels) 16x number of pixels compared to High Definitions 1080p Sometimes referred to as 8K 4K is mainly tied to film projectors and Digital Cinema Initiative (DCI), with following formats 2 DCI 4K (native resolution) is 40962160 (8.84 megapixels) Wider aspect ratio compared to UHD-1 DCI 4K (CinemaScope cropped) is 40961716 (7.02 megapixels) DCI 4K (flat cropped) is 39962160 (8.63 megapixels) 1) "Ultra High Definition Television: Threshold of a new age". ITU press release. May 2012

2) Digital Cinema Initiatives. Wikipedia 7| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | 4K VIDEO COMPRESSION HD content is most commonly compressed using H.264 Given size of 4K video content, it requires higher video compression ratios than H.264 Much 4K video will be encoded using High Efficiency Video Coding (HEVC) Standard co-developed by ITU-T and ISO/IEC HEVC, also referred to as H.265 Offers up to double compression rates compared to H.264 Another video compression standard commonly used is VP9 VP9 is mostly leveraged today for streaming applications, and is widely supported by mainstream Internet browsers 8| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | 4K VIDEO DECODE

Increased compression rates require much higher processing power (compared to H.264) Decoding 4K content, compressed using HEVC or VP9, would consume the capabilities of a typical CPU Bitrate and other factors also affect playback performance of systems Desirable that systems possess a dedicated engine that is designed to decode 4K content Larger system memory and bigger memory bandwidth Average CPU Utilization During Playback (UHD Content)AMD A10 APU & FIREPRO W7100 GPU 100% 90% CPU Decode CPU Utilization (%) 80% 70% 60% AMD A10 APU FIREPRO W7100 GPU

50% 40% 30% 20% Dedicated Hardware Decode 10% 0% 15Mbps 30FPS (Main Profile) 15Mbps 30FPS (High Profile) 9| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | 30Mbps 30FPS (Main Profile) 30Mbps 30FPS (High Profile) 50Mbps 30FPS (Main Profile)

System Specs AMD A10-7800 Radeon R7, 12CU, 3.5GHz 16GB DDR3 2133MHz AMD Catalyst Omega Driver-14.12-with-dotnet45-win8.1-64bit 50Mbps 30FPS (High Profile) VIDEO PLAYBACK PIPELINE Faster Network Bandwidth Faster CPUs Faster CPUs New Display Interface Internet CPU

Network Adapter USB / SATA Controller System Memory CPU Higher Storage Capacity Faster Interface 10| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | GPU Display Controller FixedFunction Decoder

GPU Compute Units Decode Pipeline ( CSC, Scaling, other Filters ) Higher Memory Bandwidth & Capacity Post Processing New Silicon Display Output Faster GPUs 4K GRAPHICS

Entire graphics pipeline is affected Geometry shaders Vertex shaders Frame buffers All required to increase in size to handle 4K formats Larger Graphics memory and bigger memory bandwidth Applications Vertex Shader Geometry Shader Graphics Pipeline 11| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 |

Fragment Shader Buffer Processing 4K AND DISPLAY INTERFACES HDMI and DisplayPort (DP) are popular display interfaces Initial versions of HDMI and DP support HD resolutions at 60Hz and 4K formats only at lower refresh rate of 30Hz Initial versions maximum bandwidth are less than what is needed to output 4K at 60Hz Both interface standards have been updated recently, with higher bandwidth Key versions that can display 4K content HDMI 1.4 supports up to 4K at 30Hz HDMI 2.0 supports up to 4K at 60Hz DP1.1 supports up to 4K at 30Hz DP1.2 supports up to 4K at 60Hz DP1.3 supports up to 3840x2160 (UHD-1) at 120Hz, or 7680x4320 (UHD-2) at 60Hz

12| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | DISPLAY DEVICES RESOLUTION AND INTERFACES Resolutions and display interfaces vary by type of device 4K TVs support up to 3840x2160 (UHD) resolutions HDMI 1.4 or 2.0 interfaces as inputs PC monitors support up to 3840x2160 resolutions Both DP and HDMI as inputs 4K projectors are mostly at 40962160 resolution Inputs are HDMI, SDI or DVI interfaces 13| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | Adaptive-Sync ADAPTIVE-SYNC Before Adaptive-Sync: Displays refresh at constant rate of 60Hz

Regardless of content being displayed Irrespective of capabilities of graphics source its interfacing with Causes issues such as jittery video playback and jerky graphics With Adaptive-Sync: New standard Video Electronics Standards Association (VESA)1 Adaptive-Sync was introduced as part of DisplayPort 1.2a in mid-2014 Also part of DP 1.3, as an optional feature With Adaptive-Sync, monitor no longer controls its refresh rate Instead GPU refreshes monitor based on frequency of generated content, or its graphics rendering rate Solves video playback and graphics issues above, plus offers power saving 1) VESA DisplayPort Adaptive-Sync White Paper, Syed Athar Hussain and Shane Parfitt. VESA, May 2013 15| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | ADAPTIVE-SYNC & VIDEO PLAYBACK Before Adaptive-Sync: Video is typically played back at 24 or 25 Hz

Or multiples of 24/25 Hz: 48/50 and 72/75 Other rates are also used, e.g. 23.98, 29.97 or 30Hz Judder effect occurs when 24Hz video or multiples of it is displayed at 60Hz Particularly noticeable in panning scenes or when objects are moving against a static background Judder reduction techniques are frequently performed in video post processing stages to resolve this With Adaptive-Sync: These techniques are no longer required with Adaptive-Sync; monitor would update based on natural flow of video content, e.g. it would refresh at 48Hz Lowers processing system requirements, since video post processing portion is eliminated Reducing monitors refresh rate from 60 to 48Hz (or 50Hz), cuts power consumption 16| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | GRAPHICS RENDERING & STUTTERING Many GPUs process graphics workloads variably, depending on how performance intensive they are GPUs dont render frames at regular, fixed cadence of 60Hz

Mismatch between GPUs rendering rate and monitors set refresh rate, causes visual quality issues When rendering rate is lower than 60Hz, stuttering effect is introduced: GPU hasnt finalized rendering of next frame (II), but is forced to output current frame again (I) When monitor displays same frame twice, it creates visually stuttering effect Render I Render II Display I Render III Display I Display II TIME Stuttering effect

17| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | Render IV Display III Display IV GRAPHICS RENDERING & TEARING Stuttering issue can be removed by forcing GPU to output as soon as it finishes rendering of next frame (II) Often occurs midway through monitors refresh cycle Eliminates stuttering, but introduces tearing effect Portion of each of the 2 frames is being displayed simultaneously on screen Render I Render II Display I

Render III Display I Display II TIME Tearing effect 18| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | Display II Render IV Display III Display IV GRAPHICS RENDERING & ADAPTIVE-SYNC Adaptive-Sync resolves both stuttering and tearing issues

When GPU is taking longer to render frame than monitors fixed refresh rate, monitor would hold off from refreshing until it receives new frame (II) Monitor is fully synchronized with GPU, presenting frames as soon as they available or rendered by GPU Render I Without Adaptive-Sync: Stutter and Lag Render II Display I Render III Display I Render IV Display II Display III

TIME Stutter & Lag With Adaptive-Sync: No Stutter and Lag Render I Render II Display I TIME 19| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | Render III Render IV Display II

Display III Display IV Display IV ADAPTIVE-SYNC & POWER SAVING Before Adaptive-Sync Applicable when content being displayed is static Today, panels would still refresh at 60Hz, as theres no detection of content type Each refresh consumes power With Adaptive-Sync Panels refresh at their lowest supported rate Power saving is particularly important for battery-operated devices 20| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | SUMMARY

4K and UHD formats are becoming more prevalent, across multitude of devices 4K video, with its higher compression schemes, puts strain on entire video pipeline Video decoding engine desired to support new compression schemes Creates new demands on graphics processors, system memory, and display interfaces Adaptive-Sync provides dynamic synchronization between GPUs and monitors New standard enables smoother visual experiences Eliminates judder during video playback Resolves stuttering and tearing issues in case of graphics Offers power savings in case of static content 21| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | DISCLAIMER & ATTRIBUTION The information presented in this document is for informational purposes only and may contain technical inaccuracies, omissions and typographical errors. The information contained herein is subject to change and may be rendered inaccurate for many reasons, including but not limited to product and roadmap changes, component and motherboard version changes, new model and/or product releases, product differences between differing manufacturers, software changes, BIOS flashes, firmware upgrades, or the like. AMD assumes no obligation to update or otherwise correct or revise this information. However, AMD reserves the right to revise this information and to make changes from time to time to the content hereof without obligation of AMD to notify any person of such revisions or changes. AMD MAKES NO REPRESENTATIONS OR WARRANTIES WITH RESPECT TO THE CONTENTS HEREOF AND ASSUMES NO RESPONSIBILITY FOR ANY INACCURACIES, ERRORS OR OMISSIONS THAT MAY APPEAR IN THIS INFORMATION. AMD SPECIFICALLY DISCLAIMS ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. IN NO EVENT WILL AMD BE LIABLE TO ANY PERSON FOR ANY DIRECT, INDIRECT, SPECIAL OR OTHER CONSEQUENTIAL

DAMAGES ARISING FROM THE USE OF ANY INFORMATION CONTAINED HEREIN, EVEN IF AMD IS EXPRESSLY ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. ATTRIBUTION 2015 Advanced Micro Devices, Inc. All rights reserved. AMD, the AMD Arrow logo, Catalyst and combinations thereof are trademarks of Advanced Micro Devices, Inc. in the United States and/or other jurisdictions. Other names are for informational purposes only and may be trademarks of their respective owners. 22| EVOLUTION OF MULTIMEDIA & DISPLAY| FEBRUARY 26, 2015 | THANK YOU

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