Apple is going to try to keep the form factor as small and thin as possible.
These design goals would seem to clash with bigger screens, more power hungry chips and the higher battery density needed to support these niceties.
OLED.
Apple is going to try to keep the form factor as small and thin as possible.
These design goals would seem to clash with bigger screens, more power hungry chips and the higher battery density needed to support these niceties.
Let me answer point by point...
- The time from tape-out to final product availability can be much lower for Apple because they can co-design hardware and software at the same time (something nobody else can do) and the chip they do in-house doesn't require baseband qualification etc. like for Nokia.
You do realize Nokia's custom OMAP SoCs integrate both the app processor and the modem, right? This is how TI still has such a large percentage of the baseband market despite having no 3G IP of their own. Therefore, to switch to a new application processor, they have usually been required to go through baseband qualification...Baseband qualification is for the modem
Have you seen the success of the games on the application store? Seems like more than enough of a justification to meOn the SGX540, what new applications do you foresee that will drive the adoption of this 3D engine in the iphone in 2010 ?
GAMES, a higher resolution screen, OpenCL, display games via video-out, etc. etc.On the SGX540, what new applications do you foresee that will drive the adoption of this 3D engine in the iphone in 2010 ?
The big games cost $10 right now. $7 go directly(!) to the game developers. An overall number 10 sells ca. 3000 units a days (12/18/08), number 1 ca. 13.000 (12/22/08). That's between $630.000 and $2.730.000 a month (for something like SimCity). Or between $315.000 and $1.375.000 for a $5 game (for something like Tetris, Fieldrunners, Crash Bandicoot).Have you seen the success of the games on the application store? Seems like more than enough of a justification to me
GAMES, a higher resolution screen, OpenCL, display games via video-out, etc. etc.
So I'm not expecting things to work that way anymore beyond 2009/2010, but I could be wrong.
Have you seen the success of the games on the application store? Seems like more than enough of a justification to me
Apple is going to try to keep the form factor as small and thin as possible.
These design goals would seem to clash with bigger screens, more power hungry chips and the higher battery density needed to support these niceties.
I am not so sure of hardcore games that would necessitate higher performance, coming to small screens. Maybe its just me.
Does anybody know how big the MBXlite (@90nm) in the iPhone is? Just to compare it to the speculated SGX54x (@40/45nm) for the 2010 iPhone (IMHO SGX545@65nm = 12.5mm2). Thx!
If Apple goes with the proposed SGX520@65nm (2.6mm2) for the iPhone 09 than that would mean double the GPU size for 2010. The SGX520 is really really small.No idea frankly about Lite@90nm; I'd figure though that a theoretical SGX540@40nm to be somewhere in the ~6mm2 region.
But what are the costs of a 3-4 inch OLED screen compared to LCD?
If Apple goes with the proposed SGX520@65nm (2.6mm2) for the iPhone 09 than that would mean double the GPU size for 2010. The SGX520 is really really small.
As for SGX 540: you're massively overestimating its size. PowerVR publicly claimed it's substantially less than 2xSGX530, while that is only about 5.5mm² for <=150MHz on TI's not-very-dense 65nm process. SGX520 would likely be 3.5mm² on such a process IMO (remember 2.6 is also pre-layout iirc). So my guess is SGX540 would be maybe 9mm² on that same process, which might translate into 4mm² on Samsung's 45nm process unless you aimed it at a substantially higher clock speed, which is possible.
I don't know about OLEDs in mobile phones. Indoors they are great but outdoors in the sunlight they are much worse than good transflective TFTs. I guess the popular Nokia N85 with it's 2.6" OLED screen is the mass market leader for OLEDs in mobile phones. I had the chance to compare one with my Nokia E-Series transflective Display in a bright autumn sunlight and you almost couldn't see anything on the N85, while the E-Series was totally usable. And I guess the sunlight wasn't very bright compared to a Spain, Mexico, California etc. summer.I agree with Entropy, also both Samsung and TMDisplay seem to be doing a very good job of preparing to ramp AMOLED in the 2009-2010 timeframe; TMDisplay's 2.2" screen with only 100mW of power consumption total would be incredibly attractive for a RAZR-like phone. In fact, I have a small hunch we'll see that in 2H09...
4mm2@45nm (Samsung) vs. 6mm2@40nm (TSMC). Quite a difference you got there. Only time will tell :smile:As for SGX 540: you're massively overestimating its size. PowerVR publicly claimed it's substantially less than 2xSGX530, while that is only about 5.5mm² for <=150MHz on TI's not-very-dense 65nm process. SGX520 would likely be 3.5mm² on such a process IMO (remember 2.6 is also pre-layout iirc). So my guess is SGX540 would be maybe 9mm² on that same process, which might translate into 4mm² on Samsung's 45nm process unless you aimed it at a substantially higher clock speed, which is possible.
I think that's partially model-dependent. Look at Page 6 of this presentation: http://www.picommissioncoree2008.net/files/multimedia_card_player_samsung_sdi.pdfI don't know about OLEDs in mobile phones. Indoors they are great but outdoors in the sunlight they are much worse than good transflective TFTs.
Long term, maybe. But apart from OLEDs, I can see other display technologies that are imho more likely to enter the touchscreen(smartphone) mass market in the next 2 years :At the moment I think the best new feature for a small gaming system and/or phone could be a combination of the unipixel screen with a "nano-touch" system.
http://www.unipixel.com/
http://www.unipixel.com/assets/unipixel_whitepaper_20070717.pdf
http://www.patrickbaudisch.com/ (the picture says it all)
http://research.microsoft.com/en-us/um/people/baudisch/projects/nanotouch/
Since OLEDs can't "reflect" and use the sunlight, they can only try to become much brighter on their own or use "cheap" tricks like these. But transmissive screens were once totally unusable outdoors (my Casio Cassiopeia PDA was unreadable), now they are just bad. So there's hopeI think that's partially model-dependent. Look at Page 6 of this presentation: http://www.picommissioncoree2008.net/files/multimedia_card_player_samsung_sdi.pdf
SIA is a digital algorithm that increases the effective contrast and does result in a "washing out" effect with fewer shades, but it's better than nothing; and a good AMOLED is definitely much better than a transmissive LCD at least, although at 100K+ Lux I doubt even that and SIA can save you...