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Wednesday 20 January 2016

Major tech companies spent millions more on lobbying in 2015

Wednesday 20 January 2016 - by Unknown · - 0 Comments

Google ranked number one again among all tech companies


US Capitol

Jan 20, 2016 7:39 PM

Most major tech companies increased the amount of money they spent attempting to influence lawmakers and the regulatory process in Washington, D.C., through federal lobbying.
Behind the increased spending is a push by tech companies to reduce or eliminate regulations that are slowing them down as they expand into sections of the economy like cars and medical devices.
Google spent more on lobbying than any other tech company although the US$16.7 million total for 2015 was down about 1 percent from 2014.
The money was spent lobbying in traditional tech areas like cybersecurity and online competition, big-business issues like the Trans Pacific Partnership trade deal and immigrant worker visas, and areas connected with Google research such as wind power, according to a lobbying disclosure report filed on Wednesday.
Telecommunications companies had been the biggest tech spenders on lobbying for years. That began to change about a decade ago when tech companies realized money can buy them power and influence in Washington, D.C., but the telecom industry still runs up big lobbying bills in D.C.
In 2015, Comcast spent $15.6 million, AT&T spent $14.9 million and Verizon spent $11.4 million.
Three telecom industry trade associations were also major spenders. The National Cable and Telecommunications Association (NCTA) racked up $14.1 million in lobbying spending; the CTIA, which represents the wireless industry, spent $10.1 million; and the US Telecom Association spent $5.2 million.
Notably in telecoms, spending by Verizon and the USTA was down by 11 percent and 5 percent respectively.
A lot of the spending isn't done directly by the companies, although the bigger organizations have their own lobbyists on staff. Many companies hire one or more D.C.-based lobbying companies that charge a monthly retainer and both lobby for the company and act as its eyes and ears on Capitol Hill, keeping it informed on upcoming legislation that it needs to know about.
Uber, which was in the regulatory spotlight for most of 2015, hiked its spending from $170,000 in 2014 to $470,000 last year.
Twitter's spending jumped 61 percent to $500,000; Facebook's rose a more modest 5 percent to $9.8 million; and Apple upped its spending by 9 percent to $4.5 million.
One of the few companies to spend less money was IBM, which cut spending by six percent to $4.6 million.
FEDERAL TECH LOBBYING IN 2015
  • Amazon $9.1 million
  • Apple $4.5 million
  • AT&T $14.9 million
  • Comcast $15.6 million
  • CTA $4.0 million
  • CTIA $10.1 million
  • Facebook $9.8 million
  • HP $3.4 million
  • Google $16.7 million
  • IBM $4.6 million
  • Intel $4.6 million
  • Microsoft $8.5 million
  • NCTA $14.1 million
  • Oracle $7.5 million
  • Qualcomm $7.9 million
  • USTA $5.2 million
  • Verizon $11.4 million
Source: Lobbying disclosure reports; Note: List does not include all tech lobbying

Thursday 24 December 2015

ExtremeTech explains: What is DirectX 12?

Thursday 24 December 2015 - by Unknown · - 0 Comments

It’s been over 18 months since we first visited the topic of DirectX 12 and what features and benefits it would bring to modern gaming. Much has happened since. Windows 10‘s launch and the debut of Ashes of the Singularity brought the first hints of DirectX 12 gaming performance, as did Fable Legends, which debuted some weeks later. We’ve also covered the work being done on Vulkan, the open-source, Linux-friendly DX12 competitor (now not expected to debut until 2016), how that software might impact the future of Valve and the company’s push for its own SteamOS, and the debut of DirectX 12 on the Xbox One as well.
From debates over the importance of asynchronous computing to confusion over exactly which feature sets are and aren’t supporting on current hardware, DirectX 12 was one of the most important stories we covered in 2015. This story will start you off on a discussion of its capabilities and advantages compared with DirectX 11, and if you want more nuance, feel free to consult the links above.

Enter DX12

Microsoft and Nvidia first took the lid of DirectX 12 at GDC 2014. The new API promised to deliver the same low-overhead benefits of AMD’s custom Mantle UI, along with vastly improved performance and superior hardware utilization compared with DirectX 11. Even better, DirectX 12 (and D3D 12) are backwards compatible with virtually every single GPU from the GTX 400 to the present day. At present, only Nvidia’s Kepler and Maxwell cards are DX12 compatible, but the company has promised that Fermi compatibility is coming in a future update.
Microsoft has published a blog post and accompanying API samples that illustrate how much more powerful the software is, while acknowledging some of the flaws in the DirectX 11 API. One of the central problems with DX11 is that it’s virtually impossible to multi-thread the 3D rendering path. Game rendering ends up running almost entirely on a single CPU thread, bogging down the rest of the system. DirectX 11 also makes certain assumptions about the underlying hardware that have proven to map poorly to GPUs from both AMD and Nvidia.
Here’s a threading comparison between DX11 (top) and DX12 (bottom):
DX11 - DX12 CPU comparison
See how, in DX11, the entire workload is hanging on a single thread with extremely low utilization on the other threads? That’s a problem — with the kernel-mode driver running on the same thread as the game and the D3D layer, there’s just not much for the other threads to do. The second graph shows how, by splitting the workload more evenly, the game can hit much lower latencies. Better latencies translates directly into higher frame rates.
3DMark - DX11
3DMark – DX11
3DMark DX12
3DMark – DX12
This pair of screenshots from 3DMark 2012 further illustrate the difference. Total CPU time is dramatically reduced in DX12 by efficiently reallocating data across all cores.

OS and GPU support

DirectX 12 is currently supported on all Nvidia GPUs based on Kepler and Maxwell. That’s the vast majority of the 6xx series and all of the 7xx and 8xx graphics cards. Fermi support is coming soon, which will extend support all the way back to the 400 and 500-series as well.
AMD supports DirectX 12 on all GCN-class hardware dating back to the launch of that family in 2012. All AMD GPUs from the HD 77xx family (or above), the HD 85xx family (or above), and the Radeon R5 family (or above) all support DirectX 12. This includes the various iterations of GCN, from 1.0 – 1.2.
One thing to understand is that while DirectX 12 is a common API, that API has different optional features, defined as feature levels. AMD’s first-generation GCN products support DirectX 12 at the 11_1 feature level , as do Nvidia’s Fermi and Kepler cards. Cards based on Hawaii, Tonga, and Fiji support the 12_0 feature level. More information on this, and a comprehensive comparison between AMD, Nvidia, and Intel.
Windows 10 is the only operating system that supports DirectX 12, which means if you want in on these features you’ll need to take advantage of Microsoft’s free upgrade (or buy a new PC with W10 preloaded).

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