We aren't so naive as to move from a locked IP ISA like x86 to another locked IP ISA such as ARM.
Right?
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We aren't so naive as to move from a locked IP ISA like x86 to another locked IP ISA such as ARM.
Right?
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And conveniently, by making your machine non upgradeable, it allows the manufacturer to enforce market segmentation / charge a huge premium for small RAM upgrade ( a la Apple)
Until LPCAMM2 came along, using low power LPDDR RAM meant soldiering RAM to the motherboard. If you wanted to get sleep right and improve battery life, that was the trade off.
Thought getting sleep right was something that happened before MS decided they need to be able to wake your PC any time they want and not hardware related much.
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You could do some sort of adaptive quality where you spend time incrementally improving fidelity until your frame budget is up. In practice I think that might be trickier than it sounds, but I feel like theoretically there's something there that could get you the best graphics your rig can handle without dropping frames. I've been considering doing something like this when I've been building a game/engine lately.
There's only so high you can go because the game assets have a maximum quality. Maybe you'll be able to max out the 5090 but what about the next flagship GPU? You're also likely not going to maximize all of bandwidth, compute, etc. because one of them will likely be your bottleneck. And it might be different depending on the GPU, too.
I think most people are not understanding what this kind of laptop will provide. Before we get local AI, we'll be using hybrid AI. Running big models locally is unrealistic ($$$$$) but, if you imagine an Agentic Workflow where some bits run on the cloud and other smaller tasks locally, it's an amazing deal. You don't need Opus/Code/DeepSeek/Kimi/etc to do basic stuff that models like Gemma4:12b/Qwen-27b can do locall…
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The problem with these chips on Linux is that something has been happening for months but you still end up needing to download special editions of ARM Linux images to get these devices to work properly. Some distros still need extracting Qualcomm firmware from Windows to get Linux to work properly. Audio remains a challenge, like x86 Linux decades ago. Apparently camera stuff works these days but produces images of s…
> but you still end up needing to download special editions of ARM Linux images to get these devices to work properly This is a problem with Linux on ARM generally (Android has had it since inception), it's not a Qualcomm problem.
they seem to have dealt with this for the server hardware
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> but you still end up needing to download special editions of ARM Linux images to get these devices to work properly This is a problem with Linux on ARM generally (Android has had it since inception), it's not a Qualcomm problem.
it's an UEFI Problem they seem to have dealt with this for the server hardware
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And conveniently, by making your machine non upgradeable, it allows the manufacturer to enforce market segmentation / charge a huge premium for small RAM upgrade ( a la Apple)
It doesn't -have- to be that way necessarily... LPCAMM2/SOCAMM2 exist, heck I think Framework is using LPCAMM2 in one of their new laptops. Heck, I'm willing to bet that a lot of manufacturers would rather go that route than soldered in, if for no other reason than the relative cost of warranty work between the two. However, people probably need to stop being obsessed with ultrathin laptops for that to happen.
Last time I check an NVidia situation was for DGX Spark (the GB10 chip), it has regular LPDDR5X which by JEDEC standard cannot go beyond ~270 GB/sec, ie 8533 Mbit/s on a 256 lanes bus.
So yeah Lemire seems to go "OMG unified memory, they're following Apple path..." ok, but Apple pulled off a much faster interconnect, 800 GB/s ballpark, and I'm trying to understand (not really, I'm asking you to try understand, he he) how is this laptop faring in that regard.
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How much of that difficulty comes from the chosen game engine? I assume the engine is the primary factor in how resources are allocated.
I think much of the difficulty is just that, for example, the 1.8 TB/s of an RTX 5090 is a lot of bandwidth for a game to use. That's over 50,000 4k textures per second at 32bpp.
That spec is also a throughput measured per second whereas our frame rates are much higher than 1/s. At 60hz, that’s now between 140 and 800 textures a frame. If you miss _one_ you don’t get that back.
A single main character in a game can be 2-5 regular textures, plus all of the extra mapping textures we have these days. Now do landscapes, environments, props, background videos, and it all adds up. 4k textures are pretty universally used. If you look at a tiny object up close we need a higher res texture to be able to show it neatly.
You also have memory pressure - raytracing makes heavy use of VRAM so you have to make the tradeoff of how much do you want to allocate to caching lighting, vs how much you want to keep textures and geo around.
Lastly, as you say, actually keeping up with 360GB/s from the CPU side is tough. If you require any transformation or CPU operations that’s just not going to happen. If you need to pull from disk, even on an NVMe drive reading synchronously, the max throughput is < 10% of that, and that assumes you are actually reading 360GB from disk. If you pause to do anything else, you’ll significantly slow that down. Players also generally don’t like it if we thrash their NVMe disks :)
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> It's similar to the gates quote about RAM (I think it was 64KB?) 640, and Bill Gates said he either never said that, or at least never remembered having said it. I think there is no evidence anywhere that he did. https://www.computerworld.com/article/1563853/the-640k-quote...
That exact quote? No, never. He said something like: current computers at the time had 64kb of RAM, so the OS was designed with a limit of 640kb, and he believed this would give them 10 years of future proofing. As it happened, that limit was reached much faster, in about 6 years.