The take away is that Tegra K1 uses a graphics architecture that was designed and created for both PC and mobiles. It leapfrogs what Android or iOS support today in terms of graphics application programming interface (API).
After seeing some early coverage, I fear that the 192 cores marketing blitz will confuse the heck out of people. Keep in mind that these are “GPU cores” and that they have nothing to do with “CPU cores”, which are typically referred to when you see “quad-core” or “octo-core”. Also, keep in mind that each GPU vendor has its own definition of what a GPU core is, so while the 192 number is very interesting – what’s really important is how much faster it is when compared to its competitors.
According to NVIDIA, Tegra K1 is nearly 3X faster than today’s competitors when it comes to “last-gen” benchmarks. For “next-gen” content, nothing else runs that kind of graphics on mobile, so in practice, there is no competition for K1 as of today.
Tegra K1’s full potential can only be tapped into by using the Open GL 4.4 API, which is more or less equivalent to DirectX 11. It is just about certain that NVIDIA will add OpenGL 4.4 support in their own devices (SHIELD 2, Tegra Note Next…) and they will likely help their OEM partners to do the same.
The primary benefit of using GL 4.4 and providing DX11-level support is that PC games can be easily ported to Android. Modern PC games rely on many functions and algorithms that can’t be easily back-ported to GL ES 3. Tegra K1 will spare developers from this, and I bet that most if them didn’t see this coming. In fact, Tim Sweeney (the man who leads Unreal Engine) said that he was stunned by K1’s performance. At the NVIDIA CES event, Unreal Engine 4 running on Tegra K1 was demonstrated, and it is impressive to see PC-level graphics running on mobile hardware.
One of the reasons why mobile platforms are using OpenGL ES and not the regular Open GL is because “ES” is more optimized for power consumption. At some point, OpenGL ES will support all these features, but I’m not really an optimist as for “when”. OpenGL in general has seen an accelerated release cycle in the past few years, but it remains an open platform which is led by committee, and nothing really happens unless every member agrees.
I’m not completely sure what the politics are today, but given that NVIDIA is currently the only company to support Open GL 4.4 on mobile, I doubt that other members of the committee will be in a hurry until they are ready themselves. Now the question is: if the full OpenGL 4.4 runs without any major issues, do we really need GL ES 4.0?
Secondly this is the first time that NVIDIA uses the full might of its graphics R&D in the mobile space. Before K1, Tegra GPUs did not leverage all the advances made by the GeForce team. Going forward, there is now a single force behind all NVIDIA GPUs. I’m very curious to see how the competition will react. In the mobile space, no-one has as much experience with OpenGL 4.4 and DirectX 11.
Now more than ever, Gaming is going to be a central element of NVIDIA’s mobile strategy. This is where NVIDIA can create a true stronghold… before eventually expanding further.