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The Shifting Sands of the PC Platform Kim Pallister, Graphics Planning, Intel Corporation. Silicon. Uncertain Future. Predicting the future. Assume things don’t change Problem: They do Look at how things change and project forward Problem: Outside forces, changing rules.
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The Shifting Sands of the PC PlatformKim Pallister, Graphics Planning, Intel Corporation
Predicting the future • Assume things don’t change • Problem: They do • Look at how things change and project forward • Problem: Outside forces, changing rules
Expectations can change WW PC TAM Projections March ‘10 Update Mu March ’09 Update *Not including netbooks Source: Gartner
Predicting the future • Assume things don’t change • Problem: They do • Look at how things change and project forward • Problem: Outside forces, changing rules • Look at factors that change the rules
Factors affecting the industry • Parallelism • Power • Proliferation of usages • Priorities for graphics
Power • Can either drive performance with more power, or focus on efficiency • Performance Performance/$ Performance/watt • True across the spectrum of uses • Low-end: battery life, form factors • High-end: Operating costs, TCO
Implications of usage proliferation • Users expect their devices to do everything • And expect their content to run everywhere • We already see this with music, ebooks • Users will expect a rich level of quality and interactivity across all platforms
Shift to mobile increases focus on power Source: Jon Peddie Research – Market Watch Q2’10
And shift the mix of graphics in PCs Left graph – normalized histogram of Gfx card prices 2006 right graph is similar for Q2’10, but note this is ATI only, Source: Mercury Research – Q2’10
Priorities for Graphics • Mainstream applications using 3D hardware • 1993-2005, Games • 2005-2010, Games + Windows shell • 2010-2011+, Games, Windows Shell, Internet exlorer, Google Chrome, Mozilla Firefox, Adobe Flash, Windows Live applications, Adobe Photoshop… • Performance and quality will improve, but games are no longer the only customer
Sowhat does it mean for Game Developers • When planning products, take into account changes in the market (not just games market) • User expectations of what device can run their game, and where, and how well, will be high • Will you be their ‘killer app’? • Aim “sweet spot” for graphics design point that will maximize revenue • Think about where you invest to differentiate • Graphics features vs world fidelity, or • Graphics features vs cross-device services/functions
Thank you! Special thanks: Meggan Scavio & GDC team Microsoft’s Chas Boyd