#But looking aty 2020 drawings
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skydreamplayzz · 2 years ago
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Someone said angst?? =) Then why not one of your OCs being "the confident villain that loves making fun of the victim with a smirk and a monologue"?
And maybe the victim looks pathetic and miserable?
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[I don't like how azure looks like. I knew somthing Was wrong when I Flipped the canvas. But im happy With silence. ]
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[i didn't know what monologue meant- not even tranalating it in german helped till. I Googled 👍 it was too Late tho. I think.]
I liked the idea just that I Messed it up and Maybe changed it a bit? =w=" there two victims.
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shirlleycoyle · 4 years ago
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What Makes a GPU a GPU, and When Did We Start Calling it That?
A version of this post originally appeared on Tedium, a twice-weekly newsletter that hunts for the end of the long tail.
Names change. Perhaps the most jarring element of the recent, widely reported “alien” activity isn’t so much descriptions of sonic boomless sonic flight but that UFOs (unidentified flying objects) are now called UAPs (unidentified aerial phenomena).
Companies rebrand; Google became Alphabet and the Washington Football Team decided that was a good idea. With technology, terminology tends to become antiquated as industries progress beyond understanding their own achievements.
With that in mind, let’s consider how changes to the GPU (now the graphics processing unit) acronym and how it harkened a new era of computing applications, while frustrating an obvious customer base.
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An ad from Tektronix Interactive Graphics, an alleged forebearer of GPU technology. Or were they?
Most of the history of GPUs doesn’t really count
How mainstream consumers came to expect graphic interfaces to work with computers is a long, fascinating history covered by many books and at least one excellent made-for-TV movie.
While Windows and Apple were gaining acceptance for their point-and-click interface, hardcore computer users, i.e. gamers, needed those points and clicks to register a lot faster. They also wanted the graphics to look more realistic. Then they started asking for features like online multiplayer, instant chat, and a slew of other features we expect nowadays, but seemed like a lot in the early to mid-1990s.
One could contribute the increase in technically demanding games to the 1993 classic Doom, as well as its successor Quake, which drove consumer interest in dedicated graphics cards. However, after talking with an expert that’s watched the field develop from the beginning, the history of GPUs just isn’t that simple.
Dr. Jon Peddie first got involved in the computer graphics industry in the 1960s when he was part of a team that made 3D topographic maps from aerial photography, leading to the creation of his company, Data Graphics. By the early 1980s, he was considering retirement and a career writing sci-fi (sounds nice) when he noticed an explosion in the field that was hard to ignore. Practical applications for high performance graphics were initially driven by CAD (computer-aided design) and GIS (geographic information system)  companies, though the video game explosion of the 80s would change that.
“Gaming was (and still is) the driver because of the volume of the customers,” Peddie said in an email. “The other users of 3D and GPUs were engineering (CAD, and molecular modeling), and the movies. But that market had (in the 80s and 90s) maybe 100,000 users total. Consumer 3D had millions. But, the pro market would pay more—thousands to tens of thousands, whereas the consumer would pay a few hundred. So the trick was to build enough power into a chip that could, in a final product, be sold for a few hundred.”
At this point in computing history, the acronym GPU had been introduced into the tech lexicon. This blast-from-the-past article from a 1983 edition of Computerworld details the Tektronix line of graphics terminals. But if you look a little closer, GPU didn’t yet stand for “graphic processing unit”. Instead, this iteration stood for “graphic processor unit”. Is there even a difference?
“None,” Peddie explains. “Tense at best case. English is not the first language for a lot of people who write for (on) the web.”
Okay, fair enough. But this isn’t actually the problem or even the interesting element of GPU history to consider, Peddie points out. It’s the fact that before 1997, the GPU didn’t actually exist, even if the acronym was being used. A proper GPU, it turns out, requires a transform and lighting (T&L) engine.
“Why shouldn’t, couldn’t, a graphics chip or board developed before 1997 be called a GPU?” Peddie asks. “It does graphics (albeit only in 2D space). Does it process the graphics? Sure, in a manner of speaking. It draws lines and circles—that’s processing. It repositions polygons on the screen—that’s processing. So the big distinction, that is a GPU must do full 3D (and that requires a T&L).”
Ultimately, like much of tech history, the story quickly becomes about competing claims between an industry leader and a forgotten innovator.
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The Glint 3D graphics chip by 3Dlabs, arguably the first company to produce a true GPU. Largely used for “high-end 3D CAD applications”, it was released in November 1994 (still not the first “real” GPU but still a cool graphics chip). Though first to market, 3Dlabs would not enjoy the economies of scale available to their competitors, like Nvidia. Image: Jon Peddie
Bragging rights are claimed by the winners
Let’s get this out of the way since it’s a common mistake. The first PlayStation was not the first mass market GPU. That belief comes from the powerful marketing efforts of Sony and Toshiba. As Peddie explains, “The original PlayStation [had] a geometry transformation engine (GTE), which was a co-processor to a 2D chip that was incorrectly labeled (by marketing) as a GPU.”
Marketing is a big element in this era of GPUs, which is just before they actually came out. The breakthrough for a true 3D GPU was on the horizon and plenty of companies wanted to get there first. But the honor would go to a little outfit from the UK imaginitely called 3Dlabs. The specific innovation that gave 3Dlabs the title of first accurately named GPU was their development of a two-chip graphics processor that included a geometry processor known as a transform and lighting (T&L) engine. Compared with their competitors, 3Dlabs focused on the CAD market though it was trying to make inroads with the larger consumer market by partnering with Creative Labs.
The smaller size and professional focus of 3Dlabs meant there were still plenty of “firsts” to be had in the consumer GPU market.
The graphics-card sector was incredibly busy during this period, with one-time big names such as Matrox, S3, and 3Dfx competing for mindshare among Quake players.
But the winners write the history books, and a dominant player emerged during this period. By late 1999, Nvidia was ready to release the first mass consumer GPU with integrated T&L, known as the GeForce 256.
“That, by Nvidia’s mythology, was the introduction of the GPU, and they claim the invention [of it],” Peddie explains. “So you can slice and dice history as you like. Nvidia is at $10 billion on its way to $50 billion, and no one remembers 3Dlabs.”
(Side note: Nvidia is and always will be a noun and not an acronym despite the wide belief it is one.)
Pretty soon, the market would be loaded with competing GPUs each aiming at their own particular market niche. Canadian manufacturer ATI Technologies, which was later purchased by Nvidia’s biggest competitor AMD, attempted to differentiate their entry into the market by calling their GPU a VPU, or video processor unit, even though they were the same thing. This effort didn’t last.
“ATI gave up, they couldn’t stand up to Nvidia’s superior (and I mean that) marketing skills, volume, sexiness, and relentless push,” Peddie says.
By the early 2000s, major players like Nvidia had dominated the consumer market, quickly becoming villains to gamers everywhere. Interestingly enough, this exact market consolidation helps explain exactly why high-end graphics cards are so hard to find nowadays.
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Behold! One of the most coveted items in the world. And it’s not even the top of the line.
So who do we blame for that GPU shortage, anyway?
If you’ve gotten this far into an article on GPU history and naming convention, I bet you’re wondering when I’m going to get to the Great GPU Shortage of 2020 (and probably beyond).
For those who don’t know what I’m talking about, the gist is this: the price of higher-end GPUs has exploded in recent months, if you can even find them.
For example, the folks over at Nvidia have three models of graphics cards that are generally sought after by gamers:
RTX 3090: MSRP $1,499
RTX 3080: MSRP $699
RTX 3070: MSRP $499
The individual merits of these models can be (and very much are) debated relative to their given price points and performance. However, scarcity has made the resale markets for these GPUs shoot through the roof as supply becomes scarce. Current listings price the middle-tier RTX 3080 at $1,499, while the 3090 and 3070 are nearly impossible to find. One listing for a 3090 on eBay is over $3,000 at time of writing.
The AMD line of graphics cards also deserve a mention here. Though not as highly sought after because, traditionally, they haven’t been as powerful, AMD has nonetheless been affected by the supply chain limitations for GPU manufacturing. Like the Nvidia line, the AMD RX 6700, 6800, and 6900 models have seen similar price spikes in the secondary market with most models fetching more than twice their original values in resale markets.
(One extreme example of this: Ernie Smith, the editor of Tedium, bought a refurbished AMD RX 570 for slightly more than $100 in mid-2019, which he used in a piece about reusing old workstations. That same card, which is basically a budget model and was already a little old at the time I purchased it, currently sells for $599 on Newegg’s website.)
Clearly there is heavy demand and capitalism is usually pretty good at filling that gap. Like many things wrong with 2020, a good bit of the blame is being placed on COVID-19. Manufacturing hubs in China and Taiwan, along with most of the world, had to shut down. While much of the work in hardware manufacturing can be automated, the delicate nature of GPUs requires some degree of human interaction.
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A flow chart describing the current shape of the GPU industry. Image: Jon Peddie
Still, this explanation oversimplifies processes that have been trending in the graphics industry long before COVID-19 hit. Again, I’ll let Peddie explain:
About 15 [plus] years ago, the manufacturing pipeline was established for GPU manufacturing (which includes sourcing the raw silicon ingots), slicing and dicing the wafers, testing, packaging, testing again and finally shipping to a customer. All the companies in the pipeline and downstream (the OEM customers who have a similar pipeline) were seeking ways to respond faster, and at the same time minimize their inventory. So, the JIT (just in time) manufacturing model was developed. This relied on everyone in the chain providing accurate forecasts and therefore orders. If one link in the chain broke everyone downstream would suffer … When governments shut down their countries all production ground to a halt – no parts shipped—the pipeline was broken. And, when and if production could be restarted, it would take months to get everyone in sync again.
At the same time people were being sent home to work, and they didn’t have the tools needed to do that. That created a demand for PCs, notebooks especially. [Thirty to forty percent] of PCs have two GPUs in them, so the demand for GPUs increased even more.
And then [crypto] coins started to inflate … Now the miners (people who use GPUs to monitor and report …) were after every and any GPU they could get their hands on. That caused speculators to buy all the graphics boards and offer them at much higher prices. 
So, the supply line got hit with a 1-2-3 punch and was down for the count.
And that was him keeping a long story short. To put it plainly, companies that make GPUs were operating on a thin margin of error without the ability to predict the future. And this applies more to the general market for GPUs while tangentially addressing the higher-end customers.
Another point of frustration to add here was the unfortunate timing of the latest generation of video game consoles in 2020, which also meant a new generation of video games. The highly anticipated PlayStation 5 along with Cyberpunk 2077 was met with numerous supply and technical issues upon launch. Cyberpunk players reported inconsistent experiences largely dependent on hardware the game was being played on. On the differences between the game on a PS4 and a PS5, one YouTuber commented, “At least it’s playable on PS5.”
While Peddie expects the shortage to self-correct by the first quarter of 2022 (hooray …), he is not optimistic about the industry avoiding such missteps in the future.
“The [next] problem will be double-ordering that is going on now and so we have the prospect of a giant slump in the semi market due to excess inventory,” he concludes. “Yin-yang—repeat.”
There is a lot to learn from history even if it’s fairly recent. While it might be tempting to lean into market failures to meet demand, obviously the story is more complicated. Though GPUs have become required for billions on a daily basis, higher performance is left to a few with niche interests.
Still, the larger market should pay attention to frustrated gamers, at least on this point. Their needs push the industry into innovation that becomes standard in more common devices. With each iteration, devices gain a little more of those advanced graphics as they drip down to people who hadn’t noticed them before but now expect it.
After all, if it doesn’t have painstakingly realistic 3D graphics, can we even call it a phone anymore?
What Makes a GPU a GPU, and When Did We Start Calling it That? syndicated from https://triviaqaweb.wordpress.com/feed/
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mukadasruhen · 4 years ago
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pleasantllamaenthusiast · 4 years ago
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businessconsultingarticle · 5 years ago
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By defining and analyzing the current market scenario
By identifying promising growth prospects and growth rate of major market segments and sub-segments
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componentplanet · 4 years ago
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Rumors Point Towards Remarkable Gains for AMD’s Upcoming ‘Big Navi’ GPUs
There’s been a lot of debate in the past 12 months over whether RDNA2 would deliver a huge improvement over RDNA. The Radeon 5700 and 5700 XT were significant leaps forward for AMD’s products, but they failed to cleanly beat Turing on absolute power efficiency, and while they challenged Nvidia’s RTX GPUs, they weren’t enough to deliver knockout blows. RDNA was important because it demonstrated that after years of iterating on GCN, AMD was still capable of delivering significant advances in GPU technology.
AMD raised eyebrows when it claimed RDNA2 would offer a 1.5x performance per watt improvement over RDNA, in the same way RDNA had improved dramatically over GCN. Generally speaking, such dramatic improvements only come from node shrinks, not additional GPUs built on the same node. Nvidia’s Maxwell is probably the best example of a GPU family that improved over its predecessor without a node change, and the gap between Maxwell and Kepler was smaller than the gap between Pascal and Maxwell, as far as power efficiency improvements and performance gains.
If you increase something by 1.5x twice, your gain over baseline is 2.25x. AMD’s graph conforms to that relative improvement if you measure the heights of the graph bars in pixels.
There are rumors going around that Big Navi might dramatically faster than expected, with performance estimated at 1.95x – 2.25x higher than the 5700 XT. This would be an astonishing feat, to put it mildly. The slideshow below shows our test results from the 5700 XT and 5700. The 5700 XT matched the RTX 2070 (and sometimes the 2080) well, while the 5700 was modestly faster than the RTX 2060 for a slightly higher price. A 1.95 – 2.25x speed improvement would catapult Big Navi into playable frame rates even on the most demanding settings we test; 18fps in Metro Exodus at Extreme Detail and 4K becomes 35-41 fps depending on which multiplier you choose. I have no idea how Big Navi would compare against Ampere at that point, but it would handily blow past the RTX 2080 Ti.
Evaluating the Chances of an AMD Surge
Let’s examine the likelihood of AMD delivering a massive improvement of the sort contemplated by these rumors. On the “Pro” side:
AMD has openly declared that it’s trying to deliver a Ryzen-equivalent improvement on the GPU side of its business. As I noted back when RDNA debuted, it’s not fair to judge GCN-RDNA the same way we judged Bulldozer-Ryzen. AMD had five years to work on Ryzen, while the gap from RX Vega 64 to RDNA wasn’t even two.
AMD claims to have improved power efficiency by 1.5x with RDNA, and our comparisons between the Radeon RX 5700 and the Radeon Vega 64 back up this claim. The Radeon 5700 delivers 48fps in 1080p in Metro Last Light Exodus and draws an average of 256W during the fixed-duration workload. The Radeon Vega 64 hit 43fps and drew an average of 347W. That works out to an overall performance-per-watt improvement of ~1.5x.
Rumors around Big Navi have generally pointed to a GPU with between 72-80 CUs. That’s a 1.8x – 2x improvement, and it makes the claim of 1.95x – 2.25x more likely on the face of it. Nvidia has not been increasing its core counts generation on generation by this much. The 980 Ti had 2,816 GPU cores, the 1080 Ti packed 3,584 and the 2080 Ti has 4,352. Nvidia has been increasing its GPU core count by about 1.2x per cycle.
The PlayStation 5’s GPU core clocks remarkably high for a GPU, at over 2GHz. If we assume that the specified 2.23GHz boost clock for the PS5 is equivalent to the boost clock for RDNA2’s top-end GPU’s with the game clock a little lower, we’d be looking at a 1755MHz Game Clock on 5700 XT versus a 2.08GHz game clock on the Radeon RX Next. That’s a 1.18x gain. A 1.18x gain in clock speed plus a 1.8x gain in CU count = 2.124x improved performance. Pretty much bang on estimated target. A 1.18x IPC improvement without any clock increase (or a mix of the two) could also deliver this benefit.
And the cons?
A 1.5x performance per watt improvement is the kind of gain we typically associate with new process nodes. Nvidia pulled this level of improvement once with Maxwell. The GTX 980 Ti was an average of 1.47x faster than the GTX 780 Ti at the same power draw. AMD never delivered this kind of performance-per-watt leap with GCN over the seven years that architecture drove their GPUs, though GCN absolutely became more power-efficient over time.
Running GPUs at high clock speeds tends to blow their power curves, as the Radeon Nano illustrated against the Radeon Fury five years ago. In order for RDNA2 to deliver the kind of improvements contemplated, it needs to be 1.8x – 2x the size while simultaneously increasing clock without destroying its own power efficiency gains. That’s a difficult, though not impossible trick.
Promising a 1.5x improvement in performance per watt — the one piece of information AMD has confirmed — doesn’t tell us whether that gain is coming from the “performance” side of the equation or the “wattage” side. For example, the GTX 980 Ti and the GTX 780 Ti have virtually the same power consumption under load. In that case, the 1.47x improvement came entirely from better performance in the same power envelope. If AMD delivered a successor to the 5700 XT that drew 197W instead of 295W but offered exactly the same performance, it could also claim a 1.5x improvement in performance-per-watt without having improved its actual real-world performance at all. I don’t think this is actually likely, but it illustrates that improvements to performance per watt don’t necessarily require any performance improvements at all.
I haven’t addressed the question of IPC at all, but I want to touch on it here. When Nvidia launched Turing, it paid a significant penalty in die size and power consumption relative to a GPU with an equivalent number of cores, TMUs, and ROPs but without the tensor cores and RT cores. What does that mean for AMD? I don’t know.
The Nvidia and AMD / ATI GPUs of any given generation almost always prove to respond differently to certain types of workloads in at least a few significant ways. In 2007, I wrote an article for Ars Technica that mentioned how the 3DMark pixel shader test could cause Nvidia power consumption to surge.
Certain feature tests could cause one company’s GPU power consumption to spike but not the others. Image by Ars Technica.
I later found a different 3DMark test (I can’t recall which one, and it may have been in a different version of the application) that caused AMD’s power consumption to similarly surge far past Nvidia.
Sometimes, AMD and Nvidia implement more-or-less the same solution to a problem. Sometimes they build GPUs with fundamental capabilities (like asynchronous computing or ray tracing) that their competitor doesn’t support yet. It’s possible that AMD’s implementation of ray tracing in RDNA2 will look similar to Nvidia’s in terms of complexity and power consumption penalty. It’s also possible that it’ll more closely resemble whatever Nvidia debuts with Ampere, or be AMD’s unique take on how to approach the ray tracing efficiency problem.
The point is, we don’t know. It’s possible that RDNA’s improvements over RDNA1 consist of much better power efficiency, higher clocks, more CUs, and ray tracing as opposed to any further IPC gains. It’s also possible AMD has another IPC jump in store.
The tea leaves and indirect rumors from sources suggest, at minimum, that RDNA2 should sweep past the RTX 2000 family in terms of both power efficiency and performance. I don’t want to speculate on exactly what those gains or efficiencies will be or where they’ll come from, but current scuttlebutt is that it’ll be a competitive high-end battle between AMD and Nvidia this time around. I hope so, if only because we haven’t seen the two companies truly go toe-to-toe at the highest end of the market since ~2013.
Now Read:
AMD Updates Roadmaps for Zen 3, 5nm, and RDNA2, the GPU Powering Xbox Series X, PS5
AMD Announces CDNA, RDNA2 Architectures, Significant Leap in Performance-per-Watt
The Supposed ‘AMD Radeon 6900 XT’ Slides Are Completely Fake
from ExtremeTechExtremeTech https://www.extremetech.com/gaming/313009-rumors-remarkable-gains-for-amds-upcoming-big-navi-gpus from Blogger http://componentplanet.blogspot.com/2020/07/rumors-point-towards-remarkable-gains.html
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energysolutions · 7 years ago
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Press release: Government investment into Faraday scale-up facility to make UK a world leader in battery innovation has been published on Energy Solutions News
New Post has been published on http://www.energybrokers.co.uk/news/press-release/press-release-government-investment-into-faraday-scale-up-facility-to-make-uk-a-world-leader-in-battery-innovation
Press release: Government investment into Faraday scale-up facility to make UK a world leader in battery innovation
Greg Clark confirms details of £120 million of government’s flagship Faraday Battery Challenge investment into making the UK a world leader in the development and production of battery technology
£80 million set to be invested in a new state-of-the-art automotive battery development facility, the UK’s first ever facility of this kind, based in West Midlands, following a successful bid by a consortium led by Coventry and Warwickshire LEP and including Warwick Manufacturing Group
Government will shortly publish details of its Automotive Sector Deal agreement reached with industry, with a strategic vision that builds on the collaborative partnership established between government and the auto sector
Business Secretary also confirms £53 million of funding for new aerospace projects boosting the West Midlands strength in this sector
Business and Energy Secretary Greg Clark has today (Wednesday 29 November) announced that Coventry and Warwickshire will be the home of the new National Battery Manufacturing Development Facility (NMDF).
The facility, with £80 million of funding from the government’s flagship £246 million investment in battery technology – the Faraday Battery Challenge – will be the UK’s first ever battery development facility and will help establish the UK as one of the world leader’s in battery technology and innovation.
A key part of the Automotive Sector Deal, the new centre will build on the West Midlands exceptional reputation for automotive expertise and research and development (R&D) with a facility that will host cutting-edge production and assembly processes and support the future scale-up of battery technologies.
The facility will be responsible for turning the most promising early and mid-stage battery research and development activities into scalable business propositions that are commercially viable, while also providing a learning environment to enable training and skills development. The new centre will be an independent facility that is openly accessible to UK-based companies wishing to develop battery technologies.
In a speech to the Battery and Energy Storage Conference, Greg Clark confirmed that the area had won the national competition, led by the Advanced Propulsion Centre (APC), for the new centre, following a successful bid by a consortium led by Coventry and Warwickshire LEP and including Warwick Manufacturing Group. The open competition was overseen by APC and judged by an independent panel.
Business and Energy Secretary, Greg Clark said:
Battery technology is one of the most game-changing forms of energy innovation and it is one of the cornerstones of our ambition, through the Industrial Strategy and the Faraday Challenge, to ensure that the UK leads the world, and reaps the economic benefits, in the global transition to a low carbon economy.
The new facility, based in Coventry and Warwickshire, will propel the UK forward in this thriving area, bringing together the best minds from academia and industry together to deliver innovation and R&D that will further enhance the West Midlands international reputation as a cluster of automotive excellence.
Dr Ralf Speth, CEO Jaguar Land Rover, said
If the UK wants to stay competitive and make domestic EV manufacturing viable in the long run, a high level of ambition is required as set out in the Industrial Strategy. JLR is already investing heavily to make the vision of autonomous and electric mobility come true.
From 2020, all of our new vehicles will be electrified with Mild Hybrid, Plug-in Hybrid and Battery Electric solutions, and these are already being designed in the West Midlands. We also intend to produce battery electric vehicles in the region, bringing the West Midlands to the forefront of modern mobility in the UK.
Lord Bhattacharyya, Chairman of Warwick Manufacturing Group, said
WMG, at the University of Warwick, has a strong record of industry innovation partnerships going back many years. We are delighted that we will be home to the National Battery Manufacturing Development Facility, a core part of the Faraday Battery Challenge.
This will be an openly accessible centre of real impact, working coherently with the application-inspired fundamental research emerging from Faraday Institution and ensuring the transfer of technology takes place at scale to support the industrialisation of batteries in the UK.
This joined up end-to-end approach will be a UK first, and is critical to ensure our fundamental research translates into sustaining and growing manufacturing jobs in the UK.
Faraday Challenge winners
During his speech the Business Secretary also announced the winners of £40 million of additional Faraday Battery Challenge investment, allocated through Innovate UK led Industrial Strategy Challenge Fund innovation competitions, that will help make UK businesses a world leader in battery technology.
27 innovative projects are being funded, involving 66 organisations, covering key technologies such as the development of battery materials and cell manufacturing, design and production of modules and packs including advances in thermal management and battery management systems, and recycling and recyclability of battery packs.
Innovate UK Chief Executive, Ruth McKernan said:
The Faraday Battery Challenge is breaking new ground because it offers for the first time a co-ordinated programme of competitions across research, innovation and scale-up.
It will therefore draw the very best of the UK’s world-leading research into commercial technologies and put UK businesses at the forefront of electric vehicle battery development.
Aerospace R&D funding
Following the launch of the Industrial Strategy White Paper, Business Secretary Greg Clark has also today announced £53.7 million of funding for 7 R&D projects to grow innovation in the aerospace sector. This funding is part of government’s work with industry through the Aerospace Growth Partnership (AGP) to tackle barriers to growth, boost exports and grow high value jobs.
Today’s announcement builds on the £923 million of government investment delivered through the ATI programme, which has supported 196 projects involving 208 different companies and organisations. Establishing the Institute in 2013, government and industry made a joint commitment to invest £3.9 billion in civil aerospace R&D projects by 2026.
Two of these projects, Digital Reconfigurable Additive Manufacturing facilities for Aerospace (DRAMA) and the Open Flight Deck project, led by GE Aviation, will directly benefit the Midlands. A further project – the Zephyr Innovation Programme (ZIP) led by Airbus – will develop aerospace battery technology amongst other areas.
Business Secretary Greg Clark said:
Earlier this week, we launched our ambitious Industrial Strategy which builds on our significant economic strengths, while looking at innovative ways to improve our productivity and will ensure government continues to work closely with industries including our UK aerospace sector.
The UK aerospace sector is one of the most successful in the world, which is why we are today announcing £53.7 million of investment in 7 aerospace research and development (R&D) projects across the UK. This investment, part of the £3.9 billion government and industry committed to this sector by 2026. The Aerospace Technology Institute plays a crucial role in helping to direct this investment and maintain UK excellence in the sector.
Notes to editors
Additional quotes:
Simon Saunders, CEO, Ariel Motor Company, said:
We face significant challenges when looking to progress our vehicle technologies toward low and zero emission platforms, with our combination of specialist niche requirements not currently being met by the existing UK supply chain. Therefore, we are particularly interested in the proposed centre of excellence and the planned capability to support such a broad range of manufacturing requirements.
Chief Executive of the Advanced Propulsion Centre, Ian Constance said:
The new National Battery Manufacturing Development facility will be a national asset and the first of its kind open to all UK-located organisations. It will enable them to develop manufacturing processes for their concept-ready battery technologies at production rates appropriate to ‘giga’ factories.
The objective is that these processes can transfer to UK high-volume manufacturing facilities.
Jonathan Browning, chair of the Coventry and Warwickshire Local Enterprise Partnership, said:
This is excellent news on every level. We have worked very closely with our partners WMG and Coventry City Council with support from the West Midlands mayor and that joined-up approach not only maximised our effectiveness but sent a powerful message to Government.
We believe we are uniquely placed with our links between industry and academia to bring the National Battery Manufacturing Development Facility to fruition and it will give huge opportunities to local companies of all sizes and will continue our push to be world leader in advanced research and manufacturing, especially in the automotive and transport sector.
It will also further enhance our reputation as the Knowledge Capital of the UK in the field of engineering R&D.
Coventry City Councillor Jim O’Boyle, cabinet member for jobs and regeneration and CWLEP board director, said:
Its brilliant news that Government has decided the country’s new National Battery Manufacturing Development Facility should be located here.
I’m glad the final decision has been made and of course I’m delighted that my home city will once again be at the cutting-edge of the automotive sector. For many years our city and region provided the innovation and skilled workforce to help the UK lead the world.
Car manufacturing provided a secure, well paid job for thousands of Coventry people, including me. And now battery development has the potential to do the same for a whole new generation of Coventry people.
I hope battery development will create thousands of new jobs and if there is one thing we know for certain, it’s that having a job changes lives. That’s the real reason this is such good news. And Coventry of course is the it’s the perfect choice. We have a rich heritage in motor vehicle manufacture and it’s only right that we will once again lead the way with this pioneering new technology.
Clean air vehicles and autonomous cars are the future and now the centre of excellence will be here right where it belongs. It’s the public sector, industry and education working together that has got us to this point today but now it’s time for the real work to begin.
Projects linked to the Midlands include:
The Open Flight Deck project, led by GE Aviation, will seek to overcome the barriers to adopting new technologies on the flight deck; traditionally difficult to do because of the high cost of change and certification. Open Flight Deck will be an open platform that allows the OEM to work with a range of suppliers to develop ‘apps’ – easier to build, quicker to deploy, and with the potential for upgrade as new capabilities become possible. The consortium behind the project, which has received a grant of £13.1 million, also includes BAE Systems, Rolls-Royce, Coventry University and the University of Southampton.
The DRAMA (Digital Reconfigurable Additive Manufacturing facilities for Aerospace) project is led by the Manufacturing Technology Centre (MTC) with partners ATS Global, Autodesk, Granta Design, Midlands Aerospace Alliance, National Physics Laboratory, Renishaw and the University of Birmingham. DRAMA will establish leading additive manufacturing ‘test bed’ facilities for the aerospace industry and its supply chain at the National Centre for Additive Manufacturing (based at the MTC in Coventry) and the Renishaw AM Solution Centre in Stone. The project will showcase the use of digital technologies to drive productivity and reliability in AM, leading to increased adoption of AM technologies by the aerospace sector and, in the long term, other industrial sectors. It will also deliver the world’s first digitally-twinned reconfigurable AM facility and establish the UK as a global leader in additive manufacturing technology. The project, part of the ATI programme, has received a grant of £11.2 million through the Industrial Strategy Challenge Fund.
Project developing aerospace battery technology
The Zephyr Innovation Programme (ZIP) was created as a strategic R&D project to develop new cutting-edge component technologies to support Airbus’s Zephyr High Altitude Pseudo Satellite (HAPS). ZIP is led by Airbus in partnership with Axillium Research, Formtech Composites, Productiv, OXIS Energy, Newcastle University and Cranfield University. The grant of £3.6 million will support the development of key technologies in aerostructures, battery technology and energy storage, and propulsion that will enable flight performance improvements, expanding the operational capabilities of the next generation of Airbus Zephyr.
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