Quick analysis of the A6 SoC photos from the iPhone 5 launch event tells us all we need to know about the memory interface, speed and bandwidth of the new platform. As always, the A6 features a PoP stack combining the SoC itself and its DRAM. The package-stacked DRAM helps save space, which comes at a premium inside a device as small as a smartphone. PoP stacks are quite common in all modern smartphones.
Apple thankfully didn't obscure the details of its A6 slide at the launch event, which gave us a Samsung part number: K3PE7E700F-XGC2. Through crafty navigation of Samsung's product guide, Brian Klug got us the details. The K3P tells us we're looking at a dual-channel LPDDR2 package with 32-bit channels. The E7E7 gives us the density of each of the two DRAM die (512MB per die, 1GB total). The final two characters in the part number give us the cycle time/data rate, which in this case is 1066MHz.
Plug all of that into our memory bandwidth scaling chart and you get this:
Roughly 33% more peak memory bandwidth than the iPhone 4S, which can definitely help feed the faster GPU and drive the higher resolution display. Many vendors have been shipping LPDDR2-1066 so there's nothing too surprising here. There's understandably less bandwidth than in the 3rd gen iPad of course as the display/GPU requirements aren't nearly as high.
There's more than just memory clocks that will impact memory bandwidth here. It's unclear whether the A6 improves the memory controller Apple deployed in the A5. ARM architectures (especially in the A9 generation) have typically struggled getting good memory bandwidth efficiency. We'll have to see what happens with the A6.
One of the first cases we reviewed back when we initially established our case testing methodology last year was SilverStone's FT03, a very unique Micro-ATX design guaranteed to be both an eye catcher and a solid performer. It lived up to both of those claims. DigitalStorm even proved the FT03 was capable of handling a tremendous amount of power when they outfitted one with an overclocked i7-2600K and a pair of GeForce GTX 580s. The FT03 was successful enough that it was only a matter of time until SilverStone experimented with it a bit.
Today we have the results of that experiment. The FT03 Mini is the FT03 condensed further still, swapping out Micro-ATX for Mini-ITX and requiring an SFX form factor power supply in the process. Users who didn't care for the look of the FT03 aren't going to find anything new here, but people who dug on the FT03 are bound to find a lot to like.
If you've tried any of the bigger, beefier Android games, chances are good you likely have come across an initial asset preload method which goes something like this: The application APK downloads and installs from the market, then on first launch, the app reaches out over HTTP and downloads assets over the web which it locates in /sdcard. A good example of this behavior is GTA III which does exactly the above.
Back at Google I/O 2011, Google announced that it would eventually allow developers to host up to 4GB of assets on the market. Today, the Android Market rules are changing to allow exactly that. Developers can now host assets on the Android Market (as opposed to rolling their own hosting and storage, out of pocket), and Market now provides a streamlined means for these assets to be preloaded. Application APK size remains limited to 50MB, however, developers can now include two 2GB expansion stores in whatever format they choose, which are stored in shared storage on the client device. On newer devices, the expansion files are downloaded automatically after the main APK, and on older devices developers can use a Google-supplied library to manage the download.
This brings total application size up to 4GB of assets + 50 MB for the actual APK. Google has more details about the APK expansion files up in their developer's guide as well.
Source: Android Developers Blog
Review GA 7TCSV2 with L5640 ultra low power Xeons