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Vol
19, Issue 52
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December 27, 2005
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By Kevin Krewell
I recently attended the iHollywood Forum Digital Living Room
conference that highlighted the continued conflicts arising
from the collision of the PC and digital technology with the
consumer and content businesses. Some of the companies on
the front line of this
battle were represented, including Intel, Microsoft, RealNetworks,
Sony, TiVO, and Walt Disney Corp. Even the CTO of the MPAA
was present, trying to put a reasonable face on the association's
policies. The arms merchants of the digital-content wars,
industry analysts and venture capitalists, were also there
to pitch their wares. A number of aspiring startups provided
some fresh ideas on businesses that can still be built, and
the CEO of RealNetworks, Rob Glaser, used the opportunity
to launch a new free service at Rhapsody.com and to complain
about the closed nature of iTunes and about Steve Jobs.
The purported reason for the conference was to discuss some
of the issues that need to be resolved in order to deliver
ubiquitous digital media throughout the home. Some of the
problems are technical in nature, but those appear to be solvable
with the adoption of a few standards and with some improvements
to software and the user experience. There is a need to reduce
the technical complexity of connecting all the digital devices
for the average consumer, starting with reducing the number
of different cables required and improving the ease of home
networking. The most difficult stumbling blocks were not technical
but rather the differing economic and self-interests of the
technology companies and the traditional media companies.
Digital Elfs
This was a timely conference if you also think about the
holiday season upon us. Many of the hottest gifts are digital-technology
items, including the Microsoft Xbox360 game console (which
is hot, at least outside of Japan), Apple's ubiquitous iPod
(and other digital music players), digital cameras, and the
latest high-definition TVs. These consumer electronics devices
also want (or are required) to connect to our PCs to maximize
the user value each item offers. Each device represents a
growing digital ecosystem in the home, which includes PCs
(of course), cellphones, set-top boxes, and digital cameras.
There are wired solutions (Ethernet, USB, Firewire, DVI, HDMI,
and the various networking technologies that can use either
cable coax, phone lines, or power lines) and wireless solutions
(Wi-Fi, Bluetooth, UWB, and proprietary solutions) for digital-device
connectivity. Given so many competing and complementary technologies,
navigating the complexity creates problems for consumers.
Content companies add to the complexity. These companies
fear sending copyrighted material over unsecured digital links,
where the content can be pirated in pristine digital form.
The battle over digital-rights management (DRM) issues has
complicated everything from the next generation of high-definition
DVDs (Blue-Ray and HD-DVD) to digital video cables (for example,
the video DVI connection is not considered secure enough for
transmission of HD content by media companies), to media-center
PCs. Intel is hoping that its forthcoming Viiv platform, with
improved content security, will convince content providers
to offer high-definition content on media-center PCs. To do
so, the display will likely have to be secure and encrypted
for the content providers to trust displaying HD contents.
Some observers are skeptical that consumers want to share
media throughout the home, much less have PCs be the center
of the digital-content home. Those are also the people who
probably doubted anyone would need a camera in their cellphone,
or would spend money to download ringtones for their phone,
or watch videos and broadcast TV on their cellphone. They
are likely people who are not part of the most recent generation
that grew up with an always present PC, Internet-connected
game consoles, MP3 players, Napster, IM chat, and immersive
Internet role-playing PC gamesthe age group some demographers
call Generation Y. This new generation views analog media
and transmission as antiques and a rapidly fading memory.
When media (movies, music, photography, print, spoken) is
digital, there shouldn't be a barrier to being able to read
it/listen to it/view it on any digital device, anywhere, at
any time (eventually). The difference between Generation Y
and previous generations was a message stressed by consultant
Tim Bajarin of Creative Strategies at the iHollywood Forum
and which I have witnessed in my own household. Only vested
interests will stop this ubiquitous media platform from becoming
a reality.
We're still in the midst of a very long negotiation process
among the stakeholders in digital-media creation, distribution,
and display. Apple's iTunes has shown there is a legitimate
market for paid digital music and video. Actually, iTunes
songs are cheaper and an infinitely better value than those
cellphone ringtones or buying a whole CD for only one or two
songs you really want. But you have to let go of physical
media.
Services providers and media companies will continue to
put up barriers and "toll booths" on the digital-media highway
that clever people will find paths around, until a mutually
agreeable solution is found. It could prove that 2005 was
a turning point and that the market will start to forge more
agreements in 2006.
2005 Wrappings
In 2005, we were excited to help with the launch of some
interesting startups with some big-name founders. In processors,
many of the big 2005 stories were about extreme multicore
processors like the Sony/Toshiba/IBM Cell processor, Sun's
Niagara (UltraSPARC T1), Cavium's Octeon processor family,
and Raza Microelectronics' XLR processor family. While AMD
and Intel battle to get dual-core processors to market, the
aforementioned companies are producing 8-, 9-, and 16-core
processors. While the chip companies continue to pump out
multicore processors, the hard work for system and application
programmers is just beginning.
We're always on the lookout for the next cutting-edge startup,
and we hope we find more of those in 2006. Looking ahead to
the 2006 stories that will likely be most interesting, we
will start the year with Intel's Napa platform for dual-core
notebooks. We may see the first Apple/Intel platform soon
afterward. Later in 2006, the Cell processor should ship in
volume inside Sony's PlayStation 3 (PS3), and at that time
we'll have a better idea of how programmers are overcoming
the complexity of this new architecture to produce high-performance
threaded code. (While the PS3 programming complexity is challenging,
at least if the software hits a deadlock problem, the end
user will be at risk of losing only some game-playing time,
unlike in enterprise applications, where real corporate revenue
might be at stake.) By the end of 2006, Intel is scheduled
to launch its next-generation microarchitecture (based on
an extension of the dual-core Yonah processor). In between,
AMD and Sun should be making steady progress on their roadmaps.
A number of startups and large companies are targeting the
market for H.264 video hardware, ranging from the broadcast
booth to the cellphone, and many will be delivering their
chips in 2006. Almost every conceivable processor microarchitecture
is being thrown at this market. We'll see what sticks.
As we end the year, we'd like to offer our thanks and best
wishes to our readers. We are grateful for your continued
support of Microprocessor Report and of our forums.
We hope that in 2006 we can continue to improve our coverage
of issues that are important to you, our readers. We always
welcome your feedback, and in 2006 we will be conducting some
reader surveys to help us learn how to serve you better. To
those of you outside Silicon Valley, look for a Microprocessor
Forum coming to a city near you in 2006, as we're developing
plans to bring the forum and our analysts to different countries
around the globe.
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