On the first day of the opening of CES 2017, Qualcomm officially launched its next-generation flagship mobile SoC, the Snapdragon 835. In addition to improving the performance of smartphones as always, the new processors are also targeting new applications, with VR/AR being the focus of optimization.
So what does Snapdragon 835 mean for VR/AR? Xiao Bian looked at it carefully and found that there were many improvements.
Snapdragon 835's overall upgrade
The new Snapdragon 835 is the first production SoC using the Samsung 10nm FinFET process. Its overall package size is 35% smaller than the previous-generation flagship Snapdragon 820, and power consumption is reduced by approximately 25%.
In this SoC, Qualcomm integrates Kryo 280 CPU, Adreno 540 GPU, Snapdragon X16 LTE baseband, Spectra 180 ISP, Hexagon DSP and WiFi, audio and other components.
According to Xiaobian, overall, compared to the previous generation of flagship processors, the 835 was upgraded to a 4 core + 4 small core solution (previous generation was 2+2), and a large core frequency 2.45 GHz was responsible for performance computing. Compared with the previous generation, there was a slight improvement. The four small cores were clocked at 1.9GHz, which was lower than last year. Officially stated that GPU performance has increased by 25% over the previous generation.
In addition to the manufacturing process, other areas of greater change are the ISP and the network components. The former supports a single camera with up to 32 million pixels or a dual camera with 16 million pixels. The latter supports LTE networks with speeds up to 1000 Mbps. It claims to have the fastest mobile network speed. SoC.
What improvements have been made to VR/AR?
Qualcomm continued to vigorously promote support for VR and AR applications on Snapdragon 835. In addition to its own VR all-in-one solution, it also optimized Google’s Daydream.
Due to the VR's need for 3D graphics, 3D audio, spatial positioning, and gesture recognition, there is a high requirement for the performance of the SoC and the cooperation between various processing elements.
One important parameter that affects the VR experience is latency (time from motion to picture display). In this regard, Qualcomm indicates that the delay of 835 is 15ms, compared to 18ms for 820.
Snapdragon 835 What improvements have been made to VR/AR?
In addition, Qualcomm also introduced a system called Visual Inertial Odometry (VIO) to track head 6-DOF (6 degrees of freedom) motion. The system uses a Hexagon 682 DSP to handle about 30fps video stream from the camera while using an All-Ways Aware DSP to capture accelerometer and gyroscope data at 800Hz or 1000Hz. Combine these data to get 6 degrees of freedom position information.
Qualcomm stated that using DSPs to implement this function is almost four times more efficient than using CPUs.
Snapdragon 835 What improvements have been made to VR/AR?
Qualcomm believes that computer vision is an important part of VR and AR. In this regard, Qualcomm invested in China’s Qixin Yiwei, which specializes in eye-tracking technology, and added foveated rendering to VR through eye-tracking technology, allowing the user to focus on the center-of-view image more clearly. Add new ways to interact.
In addition, each person has a different IPD, and when the head is worn on the head, it moves, and the IPD can be dynamically and accurately adjusted by computer vision.
In addition, gesture tracking through computer vision allows users to interact with virtual objects without using a physical controller. Computer vision data from the DSP can also be used to render the user's hands in the virtual space, thereby improving the immersive experience.
Mobile VR is considered to be the future of the VR industry, but its experience is inferior to PC VR in many aspects, and improving the experience has become an imperative. Currently, Android's flagship mobile phones and high-end VR all adopt Qualcomm chips. According to Xiaobian, the introduction of the 835 will improve the experience of mobile VR and promote the popularity of VR.
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