Friday, 9 December 2016
AMD Radeon RX 480, the first Polaris
On June 29, AMD has officially launched the Radeon RX 480. Of this product if you are already talking for several months as graphics card AMD has decided to attract the attention disseminating details along the way that led to the day of real. We had the opportunity to attend the event in Monaco, during which Richard Huddy - Amd Gaming Chief Scientist - and Evan Groenke - Product Marketing Manager AMD Radeon Technology Group - have explored and expanded in detail what had been anticipated at the trade press over the past few weeks.
But let the protagonists of this article, namely the Radeon RX 480 and Polaris architecture. While the first is the card that you can already purchase at major online stores, the second is the foundation for the new generation of models that will be introduced here at the beginning of next year. Yes, because the Radeon RX 480 is only the first of three tabs that will be sold this summer: follow - Richard has hinted that it will be only a matter of weeks - the Radeon Radeon RX 470 and RX 460. You will need to wait a bit 'more before you can see the new models aimed at the highest end of the market, and we will have some time to talk about it later.
The AMD targets
The challenges that have led to the development of Polaris start at some considerations and have three main objectives. First, based on the data collected through the Steam platform, more than 90% of gamers play using only one monitor at a resolution of 1,920 x 1,080 pixels; in over 80% of cases those who buy a graphics card for playing spends on average between 100 and 300 euro.
The first goal of AMD was therefore to create a product for this large pool of users playing at the typical resolution of 1,920 x 1,080 pixels and can provide excellent performance at this resolution. The second objective was to offer this same product at a price below the threshold of 300 EUR. The third objective was to provide much more of a graphics card that can play at this resolution and in particular to create a product that can provide a high quality experience even with the hot technology of the moment, or that of reality virtual or VR viewers like HTC Lives and Oculus Rift. Looking at the computer on the market today, only 1% of these - according to estimates provided by AMD - would be able to offer high-level experience with the VR technology. This is not a problem only for users, but also for developers who are investing time and money on technology that is at present accessible to a small group of users and which moreover is considered by the same extremely expensive . The current CEO of Unity said that this year 80% of developers will not be able to recoup the investments being made in the development of titles compatible with VR technology because the market is still too small and this because of ' high cost of hardware needed to experience virtual reality. The forecast for next year does not appear best as it will still be between 60% and 70% in the liability on developers of virtual reality projects and this because of the lack of a sufficiently large audience who will see this new generation of products.
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