Nvidia introduced the TEGRA K1 tablet and the wireless controller. What is Tegra K1? Games for NVIDIA Tegra K1

28.12.2020 Treatment

Hello comrades! Today I will continue to destroy the exclusives of Shield, this time we will run the games Half Life 2 (as well as Episode One) and Portal. Remember how long we waited for the porting of old good games from Valve Corporation for Android devices. The cunning guys from NVIDIA found out this and agreed with Valve about porting the legendary games to their devices under the Shield brand, which have specific Tegra 4 and Tegra K1 videos. But today we will make the game work on other devices. Go.

Step One: Watch our video screen

From the video screen, much depends here - if it is weak, then the game is likely to represent a slideshow of 3 FPS, and it will not start at all. You can see his brand and model through the program for Android devices (map\u003e Renderer GP). In my case, it is Andreno 320. If you have a MALI-400 or Tegra 3 video recorder, you may not even try - you get a negligible number of frames per second. If you have Tegra 4 or k1, I congratulate - you can just install the game and everything will work with you "out of the box", but still read the instructions to the end - there are some more aspects for the game.

Step Two: Connect gamepad


Unfortunately, the developer during porting did not provide for control using the touch screen, so we need a gamepad. Ideally, it is a gamepad from the Xbox360, if there is no such - looking for a similar on it and configure it from Xbox or via USB / BT Joy Center, or write a config for your playing manipulator (vendor_xxxxx_product_xxxx.kl). I set it up with the second method, since the program above is unstable working on Lollipop, and this is solved by installing another kernel. I repeat: if you need such an article, then write about it in commentaries.

Step Three: Download the game

Download the game is quite simple thanks to our portal: and you can download it on Treshbox :) everything is done as always: copy the folder with * .obb in Android / OBB, then put apk. There is one nuance here: games weigh quite a lot, so carefully clean the memory of the smartphone.

Step Four: We work with GL Tools (optional for Tegra 4 and K1)


It remained only one step separating us from the game - setting alternative drivers for OpenGL. Do not be a complicated name - in fact everything is very simple. Here you will need root access.

The first thing here is not airplanes, but setting the GLTools program itself. We set the most - the newer, the better.


Installed the program? Then we put alternative OpenGL drivers
When opening the program, a window window will appear. Select TEX (DE) Coder, if you choose Default, then textures in the game will be black. Next, put three checkboxes from below, if you, of course, got acquainted with all the specified conditions and agree to perform them. Click the "Install" button, before this, making the backup of all data on the device ... The device will reboot and start already with the installed firewesters.


We go to the GLTools and are looking for the right game, in my case it is Half Life 2. Tada on the desired menu item and turn out to be in the parameters for starting the game. First of all, click "Enable settings for the entire application", otherwise all your subsequent settings will be for nothing. Then I optimize the GLSL shaders with the corresponding check mark, otherwise, again, we will get black textures and shaders.


In the "Textures" section, we change only one item - in the "Unpacing texture", select the following superstructure - "only unsupported by the accelerator." We leave the rest as it is, but just in case, check if your values \u200b\u200bmatch with mine on the screenshot below.


In no case, do not turn on the FPS counter - the game will simply crawl. But if you have a desire to show what your result you have, then use third-party programs, well, or in the old manner on the eye. In the "GPU Name" section, put a tick near the "GPU Masking" and apply a template for Tegra 4. After use, the program will separate all the necessary values \u200b\u200bin this section itself.



In the emulation settings, place the first three points necessary for high-quality emulation of a specific graphic chip, and if you have andreno, then the fourth. Otherwise, you have all the chances of getting not texture, but something terrible and scary. So if you do not want yourself nightmares at night, then put everything like me on the screenshot above.

If you have come to this point, I congratulate - you finally completed your work with GLTools. Sight breathe and close the program. Let's go to the launch.

Step Fifth: Moment of Truth


Click on the cherished game icon. After two screensavers in the form of the Valve logo and the reports that the game runs on the Source engine, a black screen should appear, or the game will start immediately. Do not be surprised, this is the norm! On Nexus 7 2013, waiting lasts about a minute, then the game was loaded for another minute already on the download screen. Since the game Portal is more sterile against textures and resources, it must be loaded faster.


Do not be surprised by square traces from bullets and rectangular portals - these are the effects of emulation. In general, it is tolerant and the game does not interfere. The game itself works perfectly, only, alas, it is not very convenient to aim and control the boat and jeep - I solved this problem with temporary duplication of a style responsible for control, cross. So far, for 4 days I reached the Eastern Black Mesa in Half Life 2, the strong difficulties did not experience in passage. There are some points in which the FPS is strongly seated. But their little.

So my portal and Half Life 2 games on any device came to the end. I hope you will find everything on the instructions. Write the results to us in the comments. Less departures, more FPS and Successful installation, until soon!

Perhaps, every person interested in news from the world of mobile technologies is simply obliged to know that the International Exhibition of Consumer Electronics is held in these seconds in the distant Las Vegas, which is better known under the abbreviation CES. The number of new products presented is straightforwards, but in general, they can be divided into two categories. The first is the products, the release date of which is still unknown. A good example of this that will acquire support for applications for the operating system. However, there are other new items that not only very soon go into mass production, but also qualitatively change our lives. The latter refers to the new Tegra K1 chip, inside which the 192-core Kepler graphics processor was placed. Looks like games for Android devices go to a qualitatively new level.

Probably, most of you immediately wondered about the reason for changing the ideology of chip names. Representatives of NVIDIA, we will remind, before that I used a fairly simple digitization scheme. The two previous models were called Tegra 3 and Tegra 4, respectively, and therefore many users waited for a logical continuation. But no, this did not happen, and on this occasion, NVIDIA General Director Jen-Hsun Huang (Jen-Hsun Huang) was spoken:

We used this name due to cardinal differences from previous generations. Tegra K1 is simply incomparable with its predecessors. This is the best architecture that we have ever created.

However, do not rush to rush your eyes from such a huge number. The main reason, due to which NVIDIA followed the 192-nuclear processor, is, of course, marketing. 192 sounds much more solid 4, right? As for the TEGRA K1 central processor, it is represented by quad-core Cortex A15.

Another significant improvement was improved energy efficiency and an increase in the permissible amount of RAM up to 8 GB. In addition, the chip boasts support to Unreal Engine 4, OpenGL 4.4 and DirectX 11, which, together with all of the above, should be allowed to run on smartphones and tablets on Android games of the level of top personal computers or the latest generation gaming consoles.
A chip will be released in two versions. The first is based on a 32-bit processor and will become part of the devices in the first half of 2014, while the second will receive a 64-digit processor of its own production. The second iteration will be released in the second half of this year.
However, if all these numbers are absolutely nothing to do - do not hurry to get upset. Especially for this, NVIDIA representatives created a video, the main goal of which is to demonstrate the possibilities of Tegra K1.

Perhaps, even those who are far from the world of mobile games will be able to estimate the power of the chip after watching the video.
Tegra K1 does not limit itself to the workability on smartphones and tablets. In addition, the chip will also be able to work with android game consoles and even cars.

The Digital Storm resource staff appreciated the computing and graphic capabilities of the Tegra K1 processor, submitted by NVIDIA at the beginning of the year.

Recall that Tegra K1 contains a 192-nuclear graphics accelerator on the Kepler architecture with support for DirectX 11 and OpenGL 4.4 software interfaces, tessellation and Unreal Engine engine 4 versions are provided for the chip: one of them includes four 32-bit ARM Cortex A15 computing kernels with a clock frequency of up to 2.3 GHz and an additional kernel; The second is two 64-bit SUPER CORE computing kernels with a frequency of up to 2.5 GHz.


When evaluating performance, Tegra K1 chip was viewed as part of the Xiaomi Mi Pad tablet. The capabilities of this mini-computer were compared with the speed of LG G2, NVIDIA Shield, OnePlus One and iPad Mini with the Retina display. 3dMark and Antutu benchmarks were used.


So, it is reported that the graphic performance processor Tegra K1 significantly exceeds all competitors. In the 3DMark test, the Mi Pad tablet showed the result of 33 014 points. For comparison: the nearest competitor in the person of the OnePlus One smartphone, which uses the Qualcomm Snapdragon 801 chip with the Adreno 330 graphics controller, scored 21 001 points.


The total result of Tegra K1 in Mi Pad was in Benchmark 3DMark 27,096 points. In second place is the OnePlus One Smartphone with 19,518 points. Next, follow NVIDIA SHIELD (16,173 points), LG G2 (15,464 points) and iPad mini with Retina display (14,537 points).

In the Antutu test, the Tegra K1 processor also showed the highest result (among these devices):


NVIDIA emphasizes that Tegra K1 is the first mobile processor on the market, providing graphic capabilities comparable to Xbox One and PlayStation 4 and superior capabilities of Xbox 360 and PlayStation 3. The company intends to use Tegra K1 in the second-generation Shield game device. In addition, NVIDIA is preparing to release a tablet based on Tegra K1. It is known that the device is equipped with an 8-inch touchscreen display with a resolution of 2048x1536 points, cameras with 7- and 4.8 megapixel matrices, Wi-Fi adapters and Bluetooth, and a GPS receiver.

The recent review of the shield portable console we ended on the fact that, although the Tegra 4 chip system, which lies with it, still has excellent performance in 3D, NVIDIA is already prepared by the next gaming device based on SOC Tegra K1. Then it was still not known that it would be: whether the new version of the same console is whether the more familiar format is a tablet computer. And it turned out in some ways both: the tablet and a separate wireless controller that are sold and can be used separately, but are actually unthinkable by each other.

In addition to their own advantages, Shield Tablet presents for us a special interest as the official embodiment of Tegra K1. The first device on the basis of K1 was the Chinese tablet Xiaomi MiPad, and other options are not at all. Hurry up to check that a new system is capable of.

Tegra K1: CPU

Tegra K1 chip, as well as its predecessor Tegra 4, is produced by Taiwanese TSMC on the process of 28 nm and is SOC with four Arm architecture cores. In this area, NVIDIA has changed little. The TEGRA K1 central processor is still designed for simple and, one can say, a rough scheme, when all the computing kernels are built according to the Cortex-A15 architecture.

The CPU still has 2 MB of a common cache L2 and 64 KB L1 to each kernel. LPDDR3 chips with a 64-bit interface are used as RAM.

It must be said that the A15, being a more productive core compared to the widely used Cortex-A9, is simultaneously distinguished by increased energy consumption. The microprocessors based on A15 is still a bit, the most striking example, in addition to the Tegra 4 and Tegra K1 itself, is the Samsung Exynos 5 chip family. That's just in exynos simultaneously with Cortex-A15 cores, it may also be up to four pieces, the Cortex-A7 kernels are integrated, which are derived from A8 with a specially simplified design. Thanks to such a CPU device, which is called "Arm Big.little heterogeneous architecture", the system can scale the performance and the energy consumption associated with it, not only varying the clock frequency of the nuclei, but also distributing computing streams between large and small nuclei, depending on their requirements and priority. The "free" nuclei is disconnected, so from the point of view of energy consumption everything looks quite well.

In Tegra 4, and after it - and Tegra k1, there is a germ of such a design in the form of the so-called Shadow Core - the fifth core Cortex-A15, cut compared to four main cores. The "shadow" kernel works with the minimum activity of the OS and serves the most undemanding tasks (for example, receiving mail) until the device lies in your pocket with the screen turned off. Otherwise, scaling is achieved exclusively by manipulations with a frequency. As a result, Tegra 4 energy efficiency if not so bad, as many have accustomed to thinking about Mobile SOC NVIDIA, then still inferior to competing systems both on Arm Bit.little architecture and with original design nuclei (Apple A7, Qualcomm Snapdragon 801 ).

Despite the fact that CPU in Tegra K1 did not arrive architecturally from the basics laid down in Tegra 4, and everything is also produced by the technological rate of 28 Nm, NVIDIA has found other ways to raise productivity and power ratio. First, the kernel logic was updated from the R2P1 version to R3P3, and there were just changes to the energy efficiency on the way between these versions of Cortex-A15. Secondly, Tegra K1 chips are produced on TSMC on TSMC 28 HPM (High Performane Mobile), which is characterized by reduced current leaks in a crystal. As a result, K1 theoretically can provide 40% of greater performance with an equal power consumption with Tegra 4 or consume 55% less current with equal performance.

Improvements in terms of energy efficiency also allowed to raise the frequency ceiling of the chip from 1.9 to 2.2 GHz, regardless of the number of active nuclei. The Cortex-A15 shadow core frequency is scaled up to 1 GHz. Soc manufacturers have recently not like to disclose TDP of their products (and with discrete CPU and GPU painting becomes more and more muddy), but judging by the SHIELD Tablet characteristics and the Shield console, the system really became more economical. Tablet on Tegra K1 is enough to battery with a capacity of 19.75 W * h, while the Console on Tegra 4 is completed with a battery by 28.8 W * h, and even with a smaller size and screen resolution. Of course, without performing tests, we still do not know the last member of the equation - the battery life, but the Shield Tablet, at least, does not need active cooling with the fan, so that SOC can work at the maximum frequency.

It is interesting that, being one of the hinders of the number of cores in mobile SOC, NVIDIA simultaneously leads the development of the second "branch" Tegra k1, which is a dual-core CPU of the original architecture. Two chips are absolutely compatible at the contact level and have the same GPU, only as opposed to the licensed IP Cortex-A15 uses the cores of their own development under the code name Denver.

It is known about them yet much less than your curiosity requires. NVIDIA argues that Denver is a 64-bit kernel that supports the ARMV8 instruction set, but with unusually large supercallity: up to 7 instructions performed simultaneously. There is an assumption that Denver requires transcoding the ARMV8 instructions, like the Intel processors recharge the X86 instructions to RISC-like microcomands. In this case, it is quite logical that the figure 7 refers precisely to the instructions in the internal format DENVER.

By recoding the instructions from the "wide" conveyor, you can achieve greater performance on Watt than in a system with four and more individual "narrow" cores, by extracting additional ILP (Instruction Level Parallelism - "Parallelism at the level of instructions") from the executable code. It is announced that the Denver clock frequency can reach 2.5 GHz - very much for such a "wide" processor. Be that as it may, we still have to wait for the commercial implementation of Tegra K1 based on Denver nuclei, and in Shield Tablet we deal with the usual Cortex-A15.

Tegra K1: GPU, ISP, Communication

The main pathos Tegra K1 is not at all in the optimization of the CPU, but in a fully recycled graphics processor. The GPU in Tegra 4 (also known as GeForce ULP, Ultra Low Power) is built according to the scheme that existed before the emergence of a unified shader architecture, that is, has separate ALU for processing pixel and vertex shaders. Tegra 4 shows quite high performance in 3D, and in this area NVIDIA could also be satisfied with the increment of clock frequencies.

Instead, Tegra K1 received a full-fledged GPU based on the Kepler architecture, with minimal changes transferred from "discrete" silicon. At the strategic level, NVIDIA now plans to synchronize the development of discrete and integrated GPUs, moreover, new architecture iterations starting with Maxwell will be designed as integrated solutions with energy efficiency priority.

However, the Kepler architecture is largely formed by the requirements for TDP and therefore fit well into mobile SOC. From the discrete GPU, the developers took one SMX (Streaming Multiprocessor) is the largest unified architecture unit, which includes 192 CUDA kernels and 8 texture modules (twice as smaller than in discrete GPUs), as well as the geometric logic of Polymorph Engine 2.0 (no change).

Outside SMX, there are four ROPs and the Kepler control logic, which probably has been simplified due to the fact that the SOC does not need to distribute the load between several SMX. Since the GPU frequency does not exceed 950 MHz, and even taking into account the optimization of the technical process, the NVIDIA thermal package is quite reliably. We note, however, it is only about a graphical processor, and not about the power consumption of SOC in general.

GeForce ULP change to a full Kepler has become a tremendous step forward, at least from performance position. But in addition, Tegra K1 has the same set of hardware functions and support for the API, as discrete GPU NVIDIA. Supports OpenGL 4.4, DirectX 12, as well as OpenCl 1.2 and CUDA 6.0 for "countable" tasks. Not forgotten and OpenGL ES 3.1, used by all modern mobile GPUs. In something, Tegra K1 even ahead of his discrete analogs - for example, it supports the ASTC texture compression at the hardware level.

NVIDIA argues that Tegra K1 on computing capabilities is comparable to graphics processors of the previous generation consoles. After catching performance in various aspects, it is quite possible to agree with this. Tegra k1 has an explicit advantage in the speed of shader calculations, but there is a certain lack of memory bandwidth and fill speed.

Tegra K1 has received a substantially pumped ISP (Image Signal Processor). This block is responsible for processing photo and video: autofocus, exposure setting, HDR, and so on. Compared to Tegra 4, the total performance of the two ISP blocks in Tegra K1 is enlarged three times - up to 1.2 gpiks / s. SOC provides hardware encoding / decoding video codec H.264 with a resolution of 2160p at a frequency of 30 Hz. H.265 is supported, but only with partial hardware acceleration. SOC allows you to divide the ports of DisplayPort 1.4 and HDMI 1.4B, which do not know how to display video in 4K-resolution with the frame change frequency above 30 Hz.

For drives and connections with discrete devices Tegra K1 uses three USB 2.0 ports, two USB 3.0, EMMC and PCI-E X4. In mobile devices, of course, all this will not be used simultaneously.

Shield Tablet.

Having finished the discussion of the system underlying Shield Tablet, refer to the device itself. SOC Tegra K1 in the tablet can reach the maximum designated frequency design - 2.2 GHz. For this, fortunately, it is not necessary to blow it down by a built-in fan, as done in the SHIELD console. The amount of RAM is 2 GB.

The appearance of the tablet resembles Tegra Note 7, which served as a reference device for Tegra 4. But since the release of Tegra K1 is so important for NVIDIA, SHIELD TABLET in all respects is a higher class device.

The screen uses an IPS matrix of 8 inches and a resolution of 1920x1200 pixels. This not quite familiar format is actually ideal for Shield Tablet. Next, in the inch line, it is impossible to advance: the demand for large tablets is in doubt, and most importantly - mutually contradictory requirements arise to increase resolution and maintain a high level of performance in 3D applications. On the other hand, an 8-inch screen with the aspect ratio of 16:10 is more convenient in portrait orientation than narrow 7-inch Full HD standard matrices.

Accordingly, the nearest analogue of the Shield Tablet on the dimensions is rather the iPad mini rather than Google Nexus 7. According to the quality of materials, the NVIDIA tablet is not chasing Apple. The case is made entirely of plastic, but there are no complaints about the backlash and pitch of parts. The entire rear surface is finished with Soft Touch with glossy shield logo letters. From Tegra Note 7, the tablet inherited the stylus stored in the enclosure of the case. In general, the design of Shield Tablet embodied already well recognizable NVIDIA style.

Since SHIELD Tablet is first a game device, the tablet design has to use in landscape orientation. In this case, wide stereo speakers are built on the sides of the screen, and all the hardware buttons remain on the verge of the housing facing up. Headphone connectors, Micro USB and MINI HDMI are concentrated in one place. For Shield, a magnetic cover-stand is sold separately. The extreme segment of the lid clings to the front panel while holding it closed (there is a function of entering sleep when closing and exit when opening), or by the middle of the reverse surface, forming a stable backup.

The tablet comes in modifications with the Wi-Fi interface or with WiFi + LTE. The modem in the cellular version supports Band 7 and Band 20 frequencies needed to work in Russian networks.

For quick charging, it is better to use a complete power supply unit with a power of 11 W (5.2 V · 2.1 A)

Modification C LTE is also endowed with a large amount of built-in memory - 32 GB. In both cases, an extension of the microSD cards with a capacity of 128 GB is available. Here, however, you need to immediately remind you that Android regularly does not allow you to install applications for an external drive, and powerful games that are all started can easily occupy several gigabytes volume.

If you restrict ourselves to the formal description according to specifications, then Shield Tablet is a strong android tablet specimen, besides with a "native" OS interface and without designer excesses. Specific features only in Wi-Fi configuration. Like the SHIELD console, the tablet has a MIMO 2x2 adapter, which means the support of two streams at a frequency of 2.4 or 5 GHz. In the latter case, a peak capacity on the PHY-level 300 Mbps is provided. The usual mobile satellite for reading Facebook in McDonaldse is such a speed of anything - it is made purely for the cutting of games with PC.

NVIDIA SHIELD TABLET SPECIFICATIONS
Display 8 inches, 1920x1200 (283 ppi), IPS
Touch screen Capacitive
Aerial layer there is
Oleophobic coating ND
Polarizing filter ND
CPU NVIDIA Tegra K1, 4 + 1 Core ARM Cortex-A15, frequency up to 2.2 GHz, TEhProcess 28HPM
Graphic controller Kepler, 192 CUDA kernel, 8 texture blocks, 4 ROP
RAM 2 GB LPDDR3
Flash memory 16/32 GB + Up to 128 GB MicroSD
Connectors 1 x Micro USB 3.2 (MHL),
1 x headset connector 3.5 mm,
1 x microSD,
1 x mini HDMI 1.4A,
1 x Micro-SIM (optional)
cellular 2G / 3G / 4G
Cellular communication 2G. GSM / EDGE.
Cellular communication 3G. HSPA +: Bands 1,2,4,5 (2100, 1900, 1700, 850 MHz) - S. America
HSPA +: Bands 1,2,5,8 (2100/1900/850/900) - Outside S. America
Cellular communication 4G. LTE: Bands 2,4,5,7,17 \u200b\u200b(1900, 1700, 850, 2600, 700 MHz) - S. America
LTE: Bands 1,3,7,20 (2100/1800/2600/800 MHz) - Outside S. America
Wi-Fi 802.11a / b / g / n, 2.4 / 5 GHz, MIMO 2x2
Bluetooth 4.0
IR port Not
Navigation GPS, GLONASS
Sensors Light sensor, accelerometer / gyroscope
Main camera 5 MP, autofocus, HDR
Front-camera 5 MP, HDR
Food Non-removable battery, 19.75 W · h
The size 221x126 mm, housing thickness - 9.2 mm
Weight 390 g
Water and dust protection Not
Operating system Google Android 4.4.2 (Kitkat)
Approximate price 13 990 rubles. (WiFi)
18 990 rub. (LTE)

Controller Shield.

Shield Tablet is the ideological heir to the Shield console. But the main difference, in addition to the updated SOC and larger screen, is that the gaming device is now divided into two components: the tablet and the wireless controller. The latter is bought separately at the recommended price of $ 59, or 3,490 rubles, which, in general, is completely expensive. But the controller at Shield is difficult. Let's start with the gamepad connected to the tablet not via Bluetooth protocol, but by Wi-Fi Direct. As a result, a lower input delay and potentially better sound transmission: in Gamepad there is a built-in microphone and headphone jack. In addition to the tablet, the controller works with the SHIELD console and PC, but in the latter case - only on a USB cable. A non-removable battery is charging through it.

On the shape of the body and the location of the GEYMPAD controls as a whole, it does not differ from the SHIELD console (minus the built-in display, of course). Ergonomics are still at the height. The only flaw in the mechanics you notice after you have been with shield enough time: analog sticks would like to make more tight, otherwise the holding of a certain angle of inclination, in addition to extreme positions, is pretty difficult. Another gamepad will also seem too easy, but sorry - this is still a mobile device.

Unlike the gamepad, the Shield console, the buttons that duplicate Android navigation elements made sensory that it is impressive, but not convenient. And the volume buttons for some reason the most is physical. Also appeared a miniature touchpad, a mouse cursor, along with the right analog sticks.

The gamepad is ideally integrated with SHIELD devices. "Pairing" and the activation of the hemipad is performed by a long pressing of a button with the NVIDIA logo. To one host are connected up to four controllers. In practice, the control of the gamepad, working on Wi-Fi Direct, is really super sensitive. There is absolutely no difference in the input delay compared to the integrated gamepad of the SHIELD console.

Software

The Shield Tablet is set "naked" Android version 4.4.2 (Kitkat) with minimal additions in the form of a NVIDIA game. The Shield Hub program provides links to play stores that are at least well friends with the Shield Hardware Gamepad. From here, the installed games under Android are launched or broadcasting with PCs.

There is a GamePad Mapper utility - with it using the gamepad button, you can bind to the screen areas or gestures in those games that do not support hardware controllers.

With a desktop in SHIELD, the SHADOWPLAY video recording feature has been received by the built-in H.264 encoder. The rules are exactly the same: either the process starts and stops arbitrarily, or the program always writes in the background, and you can extract recorded during the last 20 minutes at any time. What is happening on the screen can be accompanied by an image from a webcam and a microphone sound. The roller is saved in the MP4 container, the support of the Twitch service is built.

Following the Tegra Note 7 on Shield Tablet installed software for recognition of handwritten notes, as well as NVIDIA Dabbler - a drawing program with a complete stylus that uses the calculated GPU capabilities for physics simulation: spreading watercolor spots, game light on oil paint strokes and so Further.

Play: What and how

SHIELD TABLET has two use scenarios: either we play on the built-in display, or connect the outer panel via the HDMI cable. The 1.4B version interface supports the resolution of the Ultra-HD (2160p) standard with a frame rate of 30 Hz or 1080p with a frequency of 60 Hz. In this case, either the image is duplicated on the built-in screen, or it is disabled.

But what to play is a more difficult question. NVIDIA employees told us that until the last moment the company resisted the term "console" to their game devices, since NVIDIA does not concentrate around its game products, but seeks to make a universal open platform compatible with both Android and PCs.

Android itself as a gaming environment is still in the same condition as last year when the light saw the first shield. Well, that is, on the one hand, there is a sea of \u200b\u200bkasualok and time killers, on the other hand, the acute lack of games with deep immersion in the process, developers are focused on the technical limitations of the hardware base. In this area, NVIDIA took over the task alone to move the stone from the place, and, it seems, finally the process went. At least, the computational power of Tegra K1 is enough for the eyes in order to implement everything that was impossible in the code before.

TRINE 2 on Shield Tablet, recorded using ShadowPlay

Soon the output of War Thunder versions for Android and iOS is coming. The beta version that we demonstrated on the big screen, perhaps, really looks no worse than the best games for the consoles of the previous generation.

Demo Rivalry on Unreal Engine 4 real-time is executed on Tegra K1

The lack of large game projects on Android fills the broadcast of computer games. To do this, it is necessary to connect with a desktop or laptop (in which, of course, there must be a GeForce video card and NVIDIA) via Wi-Fi or cable Ethernet (using a USB adapter). The game on the built-in display is doubtful pleasure, SHIELD is best used as a node for connecting a TV and a wireless gamepad.

Contrary to understandable skepticism, it is thus playing very comfortable. With a good channel, the image quality is perfect (the resolution is maintained up to 1080p). Input delay, of course, is present, but sometimes only on the verge of distinguishing. And what is important, in the supported games, the gamepad control is initially configured, and even tips on the screen are displayed with the controller buttons.

More exotic, essentially experimental option - broadcast on the Internet from a remote computer provided that it has a static IP address. Finally, in the status of the beta version, the NVIDIA Grid cloud service is launched with a small library of games, which can be used for free, provided a more or less high-quality connection with NVIDIA servers in California. Under such conditions, it is amazing at all that the system was satisfied with the 100 megabit channel in Moscow and even allowed to play with a more or less tolerant lag. The picture, however, was very blurred due to powerful compression.

A close relative appeared at the NVIDIA Shield console - today the company introduced the same tablet with very impressive characteristics. It is based on, built on the same KEPLER architecture as the GEFORCE video cards of the 600 and 700 series, and the 2.2-gigagert 4-nuclear A15 processor. The volume of RAM - 2 GB. The NVIDIA Shield console, we recall, is equipped with a chip of the previous generation - Tegra 4.

The diagonal of the display created by IPS technology is 8 inches, the resolution is 1920x1200. NVIDIA plans to release two models: with 16 GB of memory for data storage (Wi-Fi only) and with 32 GB (Wi-Fi + LTE). They do not differ differently. Both have frontal stereo speakers with a phase inverter, support for microSD cards up to 128 GB, front and rear camcorders with a resolution of 5 megacles, Mini-HDMI ports, a Micro-USB 2.0 host, branded stylus for DirectStylus 2 technology, GPS and GLONASS modules, plus a complete set of standard Sensors. Weighs device 390 g

According to yesterday's presentation in the NVIDIA office, the battery with a full charge is enough to play a trip to something simple type or watch HD video. More serious games (for example, an Android version announced with the tablet) "eaten" a battery for 3-5 hours.

Of course, the launch of Android games is just a small part of what is capable of shield. Like the Console "Colding", the tablet knows how to fight games from the "cloud" or directly from the RS - either to its screen, or to a TV connected to it in a resolution of 1080p. We saw it on the example - the picture looked perfectly. In addition, Shield is trained to make screenshots, save gameplay video, keep live broadcast via Twitch and YouTube.

In addition to the standard set of buttons, there are several utilities (to control the volume, as well as system back and home), plus a stereo chamber connector, a built-in microphone (including for voice control), a small touch panel (silver triangle at the bottom).

On startup will be available 7 games optimized for Tegra K1 (supporting, among other technologies, OpenGL 4.4 and DirectX 12). It: ,