الاثنين، 25 يوليو، 2016

Frist 10 cores desktop cpu

You'd be forgiven for not noticing, but this time last year Intel debuted its 5th-generation Core architecture codenamed Broadwell. On the desktop, Broadwell kept the LGA1150 socket used by Haswell before it, with only two processors ever released: the Core i7-5775C and Core i5-5675C, with no Core i3 or any other models.
Broadwell was essentially a die shrink to 14nm from the 22nm process Haswell used. The most notable upgrade was made to the iGPU which we now know as Iris Pro Graphics 6200. Armed with 48 execution units, it trounced anything we had seen from Intel before, though the main reason for this was a new and unique 128MB eDRAM, otherwise known as the 128MB L4 cache.
Upon release, the Core i7-5775C cost about 10% more than the Haswell 4790K, offering no noticeable performance gains when paired with a discrete graphics card. Plagued by limited availability and weak overclocking headroom, Broadwell was quickly overshadowed by Skylake.
Just two short months later, the Skylake-based Core i7-6700K arrived on the scene and while it hardly showed earth-shattering performance over the then two-year-old Haswell processors, it provided many more options than Broadwell and thus largely shut the book on that series.
The desktop CPU market is quite strange at the moment and with things seemingly at a standstill for the past two to four years, we are well overdue for some excitement. Intel’s releases have been so underwhelming that they are still selling Haswell processors alongside Broadwell and Skylake.
Perhaps the most enticing processors to arrive in the past few years for the performance crowd were those of the Haswell-E range. The Core i7-5820K has been a popular choice among enthusiasts: at $390 it isn't much more expensive than flagship Skylake and Broadwell CPUs while boasting additional cores, cache, and potential performance. Furthermore, at the head of the Haswell-E family we find the 8-core 5960X, a $1,050 part aimed at power users.
Two years later, it may be time to say farewell. Intel has officially unveiled Broadwell-E, which consists of four processors covering 6, 8 and 10-core configurations. These chips differ quite a bit in terms of specifications and pricing, all the more reason to explore them in better detail.

Meet Broadwell-E: Hide Your Credit Card

We put the following table together in an effort to make it easier for you to compare the Broadwell-E processors alongside previous high-end Intel desktop processors:
i7-6950Xi5-6900Ki7-6850Ki7-6800Ki7-5960Xi7-5930Ki7-5820K
Base Clock3.0GHz3.2GHz3.6GHz3.4GHz3.0GHz3.5GHz3.3GHz
Max Turbo4.0GHz4.0GHz4.0GHz3.8GHz3.5GHz3.7GHz3.6GHz
Cores10866866
Threads20161212161212
TDP140W140W140W140W140W140W140W
PCIe Lanes40404028404028
MemoryDDR4-2400DDR4-2400DDR4-2400DDR4-2400DDR4-2133DDR4-2133DDR4-2133
L3 Cache25MB20MB15MB15MB20MB15MB15MB
ArchitectureBroadwell-EBroadwell-EBroadwell-EBroadwell-EHaswell-EHaswell-EHaswell-E
SocketLGA2011-3LGA2011-3LGA2011-3LGA2011-3LGA2011-3LGA2011-3LGA2011-3
Price$1723$1089$617$434$999$583$389
The base model Core i7-6800K is a 6-core processor supporting 12-threads with a stock speed that's set at a reasonably high 3.4GHz and can stretch as far as 3.8GHz depending on the workload. Priced at $434, the 6800K costs 12% more than the 5820K and on paper offers no real advantage, so that's a low blow for enthusiasts.
There is a second 6-core part called the 6850K which also features 6-core/12-threads, though it's clocked 200MHz higher. The key difference being the PCI Express lanes, which have been increased from 28 to 40. This is then a 5930K equivalent, except instead of setting you back $580, you'll pay a starting price of around $617
Moving up we find the 6900K priced at an incredible $1,089, which is more than you can expect to pay for the 5960X and for seemingly few advantages. The 6900K is clocked slightly higher out of the box, supports higher clocked DDR4 memory and offers the obvious advantages that come with a die-shrink, but otherwise there isn't much more to talk about here.
If you thought those first three premiums were rich, then you won't like what we have in store next. For reasons unknown, the 6950X has a $1,723 MSRP -- yep, you read that right. That means the 10-core model costs almost 60% more than the 8-core version yet you're only getting a 25% increase in core count.
This is an absurd price to pay and is only further stressed by Intel's own Xeon range. The company's server grade Broadwell-EP range launched in April, and with it came a number of 10-core processors. One of them, the Xeon E5-2640 v4, is priced at $939and while it isn't unlocked, it can still operate as high as 3.4GHz. This Xeon E5 chip can also be paired with a second one -- much like what we did with the E5-2670 on the cheap recently. This means it would be possible to build a 20-core/40-thread system for roughly the same price as the 6950X.
Not only that, but resident CPU/GPU expert Graham Singer (aka "dividebyzero") was quick to point out that roughly the same money could buy the Xeon E5-2680 v4, a 14-core/28-threaded processor operating at 2.4GHz to 3.3GHz that brings extras such as ECC support for example. Again, with the right motherboard it would also be possible to add a second processor down the track for 28-cores/56-threads. The only downside is the locked frequency and the more limited DDR4 memory support, which sees the official spec call for 2133 memory
All Broadwell-E processors officially support up to DDR4-2400 memory in a quad-channel configuration. This is a 13% boost over the Haswell-E processors' DDR4-2133 spec. That said, I haven't had any trouble running my 5960X with DDR4-2666 memory, so I'm not sure how much more headroom there will be with Broadwell-E.
The only other spec shared by all the processors is their thermal design power of 140w, the same rating given to the 5960X.

Test System Setup


Intel Sandy Bridge-EP System Specs

  • Intel Xeon E5-2670 (2.6GHz - 3.3GHz)
  • Intel Xeon E5-2670 (2.6GHz - 3.3GHz)
  • Asrock Rack EP2C602
  • G.Skill 64GB DDR3-1866 RAM
  • GeForce GTX 1080
  • Samsung SSD 850 Pro 2TB
  • Corsair RM Series RM100x 1000w
  • Windows 10 Pro 64-bit

AMD Vishera System Specs

  • AMD FX-8350 (4.2GHz - 4.40GHz)
  • Asrock Fatal1ty 990FX Professional
  • G.Skill 8GB DDR3-2400 RAM
  • GeForce GTX 1080
  • Samsung SSD 850 Pro 2TB
  • Corsair RM Series RM100x 1000w
  • Windows 10 Pro 64-bit

Intel Haswell System Specs

  • Intel Core i5-4670K (3.4GHz - 3.8GHz)
  • Asrock Z97 Extreme6
  • G.Skill 8GB DDR3-2400 RAM
  • GeForce GTX 1080
  • Samsung SSD 850 Pro 2TB
  • Corsair RM Series RM100x 1000w
  • Windows 10 Pro 64-bit

Intel LGA2011 System Specs

  • Intel Core i7-6950X (3.0GHz)
  • Intel Core i7-5960X (3.0GHz)
  • Asrock Fatal1ty X99M Killer
  • G.Skill 16GB DDR4-2666 RAM
  • GeForce GTX 1080
  • Samsung SSD 850 Pro 2TB
  • Corsair RM Series RM100x 1000w
  • Windows 10 Pro 64-bit

Intel Skylake System Specs

  • Intel Core i7-6700K (4.0GHz - 4.2GHz)
  • Asrock Z170 Gaming K6+
  • G.Skill 16GB DDR4-2666 RAM
  • GeForce GTX 1080
  • Samsung SSD 850 Pro 2TB
  • Corsair RM Series RM100x 1000w
  • Windows 10 Pro 64-bit

الثلاثاء، 19 يوليو، 2016

Phantom 4 review

HE GOOD The DJI Phantom 4 is a very polished drone compared to its competition, and for those who've flown a quad before, you'll have no trouble getting started with this one. The new Sport mode lets you get to your location faster or just have some fun. Its Obstacle Sensing System can help avoid head-on collisions as well as track subjects. Slow-motion video is a nice addition to an already excellent camera.
THE BAD The Obstacle Sensing System only sees things in front of the drone. You still need a tablet or phone ready to go along with the controller and drone battery. Extra batteries are expensive. Landing gear and camera are fixed to the body, so you can't collapse it entirely for travel and if you break or want to upgrade the camera, that's not an option.
THE BOTTOM LINE Yep, it's not cheap, but DJI has made one of the smartest drones available with the Phantom 4

Polished is the word that comes to mind. Other drones I've flown aren't necessarily more difficult to get started with and pilot, but DJI makes doing these things painless and uncomplicated. (Though, if you've never flown one before, you'll want to at least read the quick-start guide or, god forbid, the full user manual). This, along with the Phantom 4's new Obstacle Sensing System (OSS) and streamlined design, are why it's quickly been tagged as being great for beginners. At least, beginners with deep pockets: The Phantom 4 sells for $1,399 in the US, AU$2,399 in Australia and £1,229 in the UK
The Phantom 4 might truly be the drone anyone can fly and it is certainly worth the money if you've got it. Still, for however polished the experience is, it might be too much of a good thing for absolute beginners


Crashproof? Yeah, not so much

If you've read anything about the Phantom 4, you know it's the first consumer model you can buy with an advanced obstacle-avoidance system that DJI calls OSS. The stout quadcopter has a set of optical sensors in front -- eyes that will help it navigate around or over obstacles within 0.7 to 15 meters (2.3 to 49 feet) of it or it will simply stop and hover until you pilot it away. (It also enables a couple new flight modes, which I'll get to in a bit.)

For the most part it works really well and it will likely prevent many accidental collisions. Yes, you can test it by flying it directly at things like fences or buildings orcars or yourself, and it will stop on its own. But what I worry about most when flying are trees

Clip a tree at 100 feet in the air and it can either start an uncontrollable fall to the ground or, perhaps worse, get stuck like some cruel Christmas tree ornament you can see but never touch. Having the ability to avoid trees is especially important when using the return-to-home feature that summons the drone back to you


The Phantom 4 fared better than I expected. I tested just as the Northeast was headed into spring, so I was flying around a lot of trees that were bare from winter. It had no trouble stopping itself before flying into a line of pine trees on an autonomous flight back to me. When navigating around sparse branches stripped clean of leaves, it didn't immediately recognize them as an obstacle. Had the branches been thick with leaves, it might have stopped in its tracks as it had when I flew near trees in full bloom. Or, maybe it was operator error.

You see, I was coming at the tree from an angle that could've been outside of the OSS's visual range. It senses what's in front of the Phantom, not above, to the sides or behind it. So while the system can stop a head-on collision, you'll have no problems crashing it from other directions. My point is, the OSS is great to have, but for new pilots it could create a false sense of security.

Sport mode is fun, but dangerous for newbies

All it takes is a flip of a switch on the controller and you'll be able to fly at speeds up to 45 mph (72 kph) using the Phantom 4's Sport mode. It's not just faster going forward and back, but it can ascend at 6 meters (20 feet) per second and descend at 4 meters (13 feet) per second. This is a really nice addition because it lets you get to a location that much faster to get the shot you want. It gives you a bit of a racing drone experience, too, and with an HDMI module for the controller you can connect FPV (first-person view) goggles to immerse yourself in the experience

A little movement on the stick literally goes a long way, though. And the OSS doesn't work in Sport mode so if you're flying head-on into something, don't expect these sensors to save you. Plus, when it is travelling at top speed, it takes much more time for it to stop. The DJI Go app warns you of this the first time you enter the mode, but never again. Regardless, it's not a mode I would suggest for first-time pilots

Alright, you probably get the idea by now: the Obstacle Sensing System can potentially keep you out of trouble, but it's no excuse to fly recklessly or not learn how to properly pilot the drone. Now, on to the good stuff


Pokemon go review

Pokemon Go, described in simple terms, is a clever concept: Walk to real-life locations called PokeStopsmarked on a map on your phone to get items and collect the Pokemon that pop up along the way to gain XP. Use those Pokemon to take over real-world objectives called Gyms from other players. It has all the basics covered to make it a functional mobile treasure-hunting app, though technically its performance (and that of its servers) is often very poor on iOS and Android. But the main appeal of the free-to-play Pokemon Go is how being out in the real world, finding tons of other people who see the same augmented reality you do, brings the sort of intangible dream of Pokemon to life.
It has to be experienced to really make sense; without that social aspect it's really just an extremely light RPG level-grinder. Pokemon Go’s success or failure hinges on that experience, and right now it’s stuck somewhere in between, simultaneously fun and unique but also inconsistent and incomplete. (It is, after all, listed as version 0.29 despite being released onto the App Store and Google Play without caveats.) It’s not mechanically interesting, but it is socially very interesting thanks to a few smart design decisions. You wouldn’t jump off a bridge because everybody’s doing it, but that is a great reason to play Pokemon Go.
Welcome to the World of Pokemon
At least in the short term, Pokemon Go is a proven phenomenon with millions of players. I was at a party in the San Francisco Bay Area over the weekend where at least two dozen adults were out on the front lawn, calling out the names of Pokemon as they appeared on our phones. We ran inside when someone claimed a Bulbasaur was in the fridge; we ran back outside for Ponyta. We walked a block or two to challenge a nearby Gym only to have it taken over right from under us by someone we didn't know and couldn't see, and we all had the app crash on us a few too many times during our hour out and about. It was silly and frustrating and fun all at once.

The San Francisco area is admittedly really well-suited to Pokemon Go’s setup — your mileage may vary if you’re out in a remote area with few points of public interest around. Here, it feels like there’s no shortage of PokeStops to visit, and on multiple occasions I arrived at a PokeStop or Gym only to find that a group of other people playing Pokemon Go was already there. I also learned a lot about my neighborhood and the landmarks I walk by every day just by taking meandering walks to PokeStops, which was one of the best things about the times I played Pokemon Go by myself. In this environment, at least, Pokemon Go’s design — the RPG-lite level system combined with the collection aspect and the nostalgia only a hugely popular, decades-long franchise can bring — all build to the kind of experience that developer Niantic wanted, the kind the trailer seems to evoke.
i was drawn to Pokemon Go for that real-life Pokemon Trainer dream, but even when that aspect of it underwhelmed me with its simplicity and bugginess, I keep playing because having to go outside puts me in front of new places surrounded by other people doing exactly what I’m doing. All of my friends are playing, random passers-by are playing; it feels like all of the world is playing.
When It’s Not Very Effective
But this is a precarious house of cards built on top of a wobbly foundation of nostalgia. For the most part, Pokemon Go’s design as a paper-thin RPG is super accessible, but it’s completely unremarkable. You as a trainer have a level, and your captured Pokemon have “combat points” tied to your level, but none of that relationship is explained very well and thus feels confusing. It turns out that your level impacts the combat point ceiling of Pokemon you acquire, which is essentially how catching Pokemon in the regular games works… but just not as polished or intuitive, even to long-time Pokemon players. Fortunately (in a way) combat lacks the depth of traditional Pokemon games, so it barely matters.
Battles for control of Gym locations are nothing more than simple, real-time tapping-based combat, and it’s virtually unaffected by anything other than combat point value. Even Pokemon’s rock-paper-scissors type matchups hardly matter, either — if you have the higher-powered monster, you’re all but guaranteed to win. It’s boring by itself and, like the combat points system, isn’t explained well. (There’s dodging, but it doesn’t seem to do much to turn the tide of a fight.) It’s not that the only acceptable form of combat is turn-based and tactical, but the system in its place here is simply a dull chore after just a few fights.
On top of that, the app itself is stuttery, crashy, and performs inconsistently. There are updates that help with this, and it’s not a dealbreaker, but it’s often frustrating. I’ve lost semi-rare Pokemon to random crashes that struck during crucial moments (though sometimes those seemingly escaped Pokemon show up as caught once I reload after the crash).

Pokemon Go’s biggest weaknesses are more a matter of the features it doesn’t yet have than the ones it does, though. There’s no trading, no player-versus-player battles (you only fight automated Pokemon left to defend Gyms), no friends list, no leaderboards, and no in-app social capability of any kind, other than how we’re all prompted to group into one of three competing teams. Some of these features are in the works, but right now, the most interesting thing about Pokemon Go is not its gameplay but how its design encourages personal connections with other real-world players by physically bringing us together as we all chase common goals. Collecting is fun for a while, but without more things to do with those Pokemon or my Trainer profile, it feels a little empty at times

The Power That’s Inside
Battling against that emptiness are a few key things that keep Pokemon Go together. In order to power up or evolve a Pokemon you’ve captured, you have to catch duplicates of its species — sometimes many, many duplicates. Transferring the weaker ones out of your bank of available Pokemon earns you “candies” for that species to fuel power-ups. It seriously takes the sting out of finding yet another Zubat, something that the main Pokemon games never quite solve. In Pokemon Go, I want to catch that hundredth Zubat so I can farm it for power-up potential

There’s also an area-of-effect item that all players can use for a limited time: lures. One person can place a lure at any PokeStop, which increases the number of Pokemon that will show up. The cool thing about them is that they lure people in addition to Pokemon — I pulled over while driving because my friend said there were lures nearby, and we ran into the people who had placed them. Wanting to catch Pokemon means more lures, which keeps the community alive. It’s one of the smartest design choices in Pokemon Go.

That drive and incentive to catch ‘em all keeps me walking and venturing out of my way (I walked all the way around a hospital yesterday) to catch even more Pokemon. I mostly want stronger Pokemon to take over Gyms for my team, even though combat is boring. There’s just something satisfying about holding an objective that every other person playing can see, and the draw of taking territory for my team kept me coming back when the battle had long since worn out its welcome. It also helps that taking over a Gym nets you in-game currency, and I’ve found that spending real money on microtransactions isn’t strictly necessary. I haven’t bought any of the in-game money since I can find items and earn coins from playing as normal, and I haven’t felt pressured to do so in order to keep playing at the aggressive pace I’ve been going at.

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