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SanDisk Steps Into Storage Arrays: Launches InfiniFlash Series with Up to 512TB in 3U at <$1/GB

SanDisk Steps Into Storage Arrays: Launches InfiniFlash Series with Up to 512TB in 3U at <$1/GB

As a rather unexpected move, SanDisk has announced that it will be stepping into the storage array business with its in-house designed InfiniFlash all-flash array series. The driving force behind SanDisk’s strategy is big data as the current solutions on the market don’t meet all the needs that big data customers have. Most importantly the customers are after higher density and lower price as the data centers can easily be hundreds of petabytes in size, so the acquisition cost as well as the power, cooling and property play a major role.

The InfiniFlash comes in three different flavors. The IF100 is an open platform that is designed for OEMs and hyperscale customers with their own software platforms, although it does include a Software Development Kit (SDK) for monitoring purposes. The IF500 is aimed specifically for object storage using ceph (an open source object storage system), which allows very high capacity clusters to be built efficiently. I admit that I need to dig in a bit deeper to fully understand the way object storage works and its benefits, but it requires less metadata than traditional file and block based storage systems do and the overhead of metadata managing is also lower, which practically enables unlimited scale out opportunities. Finally, the IF700 focuses on performance and is built upon Fusion-io’s ION platform with database (Oracle, SAP, etc.) workloads in mind. In a nut shell, the key difference is that the IF100 is hardware only, whereas the IF500 and IF700 come with InfiniFlash OS (I was told it’s Ubuntu 14.04 based). Hence the IF100 is also cheaper at less than $1 per GB, while the IF500 and IF700 will be priced somewhere between $1 and $2 per GB. For an all-flash array that’s a killer price for raw storage (i.e. before compression and de-duplication) as it’s not uncommon for vendors to still charge over $20 per raw gigabyte.

SanDisk InfiniFlash Specifications
Form Factor 3U
Raw Capacity 256TB & 512TB
Usable Capacity 245TB & 480TB
Performance (IOPS) >780K IOPS
Performance (Throughput) 7GB/s
Power Consumption 250W (idle) / 750W (active)
Connectivity 8x SAS 2.0 (6Gbps)

SanDisk offers two capacity configurations: 256TB and 512TB, of which 245TB and 480TB are usable. The ~7% over-provisioning is used mostly for garbage collection with the goal of increasing sustained performance. In terms of performance, SanDisk claims over 780K IOPS, although the presentation showed up to 1 million IOPS at <1ms latency for 4KB random reads with two nodes. The endurance is 75PB of writes, which results in ~4-year lifespan with 90/10 read/write ratio at 6GB/s. For connectivity the InfiniFlash offers eight SAS 6Gbps ports, which can be upgraded to SAS 12Gbps in the future without any downtime. 

EDIT: My initial endurance numbers were actually wrong. The endurance for 8KB random writes is 189PB and 2,270TB for sequential 16KB writes. Assuming 6GB/s throughput that would result in a little over 10 years with 8KB random IO with 90/10 read/write ratio. 

Architecturally the InifiniFlash is made out of 64 custom 8TB cards. The cards are SAS 6Gbps based, although as usual SanDisk wouldn’t disclose the underlying controller platform. However, judging by the photo it appears to be a Marvell design (see the hint of a Marvell logo on the chip), which honestly wouldn’t surprise me since SanDisk has relied heavily on Marvell for controllers, including SAS ones (e.g. Optimus Eco uses the 88SS9185 SAS 6Gbps controller). As for the NAND, SanDisk is using its own 1Ynm 64Gbit MLC (i.e. second generation 19nm) and each card consists of 64 eight-die NAND packages (this actually sums up to only 4TB, so I’m waiting to hear back if there’s a typo somewhere in the equation — maybe it’s a 128Gbit die after all). SanDisk will also be using different types of NAND in the future ones new nodes become available in volume.

EDIT: As I speculated, the die capacity is 128Gbit (16GB), so each package consists of eight 128Gbit dies that yields 128GB per package and with 64 packages per card the total raw capacity is 8TB.

The InfiniFlash will be sold through the usual channel (i.e. through OEMs, SIs & VARs), but SanDisk is also selling it directly to some of its key hyperscale customers that insisted on working directly with SanDisk. While it may seem like SanDisk is stepping into its partners area with direct sales, the big hyperscale customers are known to built their own designs, so in most cases they wouldn’t be buying from the OEMs, SIs or VARs anyway. Besides, the InfiniFlash doesn’t include any computing resources, meaning that the partners can differentiate by integrating InfiniFlash to servers for an all-in-one approach, whereas the units SanDisk is selling are just a bunch of raw flash.

While the InfitiFlash as a product is certainly exciting and unique, it’s not as interesting as the implications of this strategical move. In the past the SSD OEMs have kept their fingers away from the storage array market and have simply focused on building the drives that power the arrays. This strategy originates from the hard drive era where the separation was clear: companies X made the hard drives and companies Y integrated them to arrays. Since there wasn’t really a way to customize a hard drive in terms of form factor and features, there was no use of merging X and Y given that the two had completely different expertise. 

With flash that’s totally different thanks to the versatility of NAND. Only the sky is the limit when it comes to form factors as NAND can easily scale from a tiny eMMC package to 2.5″ drive and most importantly to any custom form factor that is desired. SanDisk’s biggest advantage in the storage array business is without a doubt its NAND expertise. Integrating NAND properly takes much more knowhow and effort than hard drives because ultimately you have to abandon the traditional form factors and go custom. It’s not a surprise that the InfiniFlash is the densest all-flash array on the planet because as a NAND manufacturer SanDisk has the supply and engineering talent to put 8TB behind a single controller with a very space efficient design. The majority of storage array vendors simply source their drives from the likes of SanDisk, Intel and Samsung, so they are limited by the constraining form factors that are available on the open market. 

The big question is how will the market react and will this become a trend among other SSD vendors as well. The storage array market is certainly changing and the companies that used to rule the space are starting to lose market share to smaller, yet innovative companies. As the all-flash array market matures, it seems logical for the SSD vendors to step in and eliminate the middle-man for increased vertical integration. The future remains to be seen, but I wouldn’t be surprised to see others following SanDisk’s lead. The bar has definitely been set high, though.

Western Digital My Cloud DL4100 Business NAS Review

Western Digital is a comparatively recent entrant to the fast-growing NAS market. Despite having had a Windows Storage Server-based product for business users for some time now, a custom embedded-Linux based SMB-targeted model was lacking. Avoiding Wi…

Western Digital My Cloud DL4100 Business NAS Review

Western Digital is a comparatively recent entrant to the fast-growing NAS market. Despite having had a Windows Storage Server-based product for business users for some time now, a custom embedded-Linux based SMB-targeted model was lacking. Avoiding Wi…

NVIDIA Announces SHIELD Console: Tegra X1 Android TV Box Shipping In May

NVIDIA Announces SHIELD Console: Tegra X1 Android TV Box Shipping In May

Today NVIDIA has announced their latest addition to the SHIELD product family, the SHIELD Console. Launching in May at $199, the SHIELD Console is a combination microconsole and Android TV box, offering Android TV functionality along with two forms of gaming. The first form being Android gaming backed by the console’s Tegra X1 SoC, and the second form via access to NVIDIA’s GRID game streaming service.

Like NVIDIA’s previous SHIELD devices, the SHIELD Console is perhaps first and foremost their showcase device for their Tegra SoC. Having already built a gaming handheld (SHIELD Portable) for Tegra 4 and an 8” tablet (SHIELD Tablet) for Tegra K1, NVIDIA has moved on to the microconsole/set-top box market with the SHIELD Console. In doing so the company is forging a slightly different direction, skipping the mobility plays that were the previous devices and instead focusing on the TV and fixed-position gaming with the SHIELD Console.

NVIDIA SHIELD Family
  NVIDIA SHIELD Tablet NVIDIA SHIELD Console
SoC Tegra K1 (2.2 GHz 4x Cortex A15r3, Kepler 1 SMX GPU) Tegra X1 (4x Cortex A57, Maxwell 2 SMM GPU)
RAM/NAND 2 GB DDR3L-1866, 16/32GB NAND + microSD 3 GB RAM, 16GB NAND + microSD + USB
Display 8” 1920×1200 IPS LCD N/A, HDMI 2.0 4Kp60 Output
Dimensions 221 x 126 x 9.2mm, 390 grams 210 x 130 x 25mm, 654 grams
Camera 5MP rear camera, 1.4 µm pixels, 1/4″ CMOS size. 5MP FFC N/A
Battery 5197 mAh, 3.8V chemistry (19.75 Whr) N/A, 40W Power Adapter
OS Android 4.4.2 Android TV
Connectivity 2×2 802.11a/b/g/n + BT 4.0, USB2.0, GPS/GLONASS, mini HDMI 1.4a 2×2 802.11a/b/g/n/ac + BT 4.1/BLE, USB 3.0 + 2.0, HDMI 2.0, IR Receiver, Gigabit Ethernet
Launch Price $299 (16GB/WiFi) + $59 (optional controller) $199, Includes 1 SHIELD Controller

From a hardware perspective the SHIELD Console itself is built somewhere in between a microconsole and a full-blown console. The underlying SoC and the use of Android TV make it closer to a microconsole, while in terms of physical size and NVIDIA’s performance ambitions are closer to a console. In any case, anchored by the Tegra X1 SoC, the console also packs in 3GB of RAM, 16GB of NAND, 2×2 802.11ac wireless, and a large I/O collection, including USB 3.0, Gigabit Ethernet, and an HDMI 2.0 port.

On the software side, the SHIELD Console is running Android TV, Google’s TV-centric branch of the Android operating system. The use of Android TV gives the device the OS’s accompanying 10ft UI along with suitable access to media through the Google Play Store, giving NVIDIA the kind of wide access to media they need to help drive adoption of the console. For more local tastes, local media playback will also be supported through the included PLEX application. Meanwhile because of its Tegra X1 backing, the console will be the first Android TV device to support 4K playback, capable of decoding and displaying 4Kp60 content, including up-and-coming HEVC content.

NVIDIA’s second pillar for the device – and arguably the device’s primary purpose – is local gameplay through the console’s ability to run Android games. Games will be sold through a SHIELD Store, similar to how SHIELD Portable/Tablet users can currently buy Android games through NVIDIA’s application. Meanwhile the powerful Maxwell GPU backing the Tegra X1 should prove to be very capable at driving these games.

From a performance perspective NVIDIA is targeting performance ahead of the Xbox 360, while many of the console’s marquee games are from that console generation. With Xbox 360 turning 10 this year, this is roughly in-line with the tendency for SoC/mobile devices to trail PCs (and high performance consoles) in performance by about a decade.

The games we’ve seen in the store so far are frequently ports of last-generation (or older) console games, with NVIDIA including a mix of existing ports along with partnering for new ones. Upcoming ports include the releases of games such as Borderlands: The Pre-Sequel and Crysis 3 (yes, Crysis) for SHIELD. Right now NVIDIA is very keen to show off the SHIELD console’s ability to perform similarly to the last-gen consoles, given that they were very popular devices with similarly long shelf lives.

Given NVIDIA’s hardware background and the capabilities of the Tegra X1 SoC, this makes a lot of sense for the company in the short run. However in the long run it will be interesting to see whether the service sees very many “new” or recent AAA games, as game development for the last-gen consoles winds down. Meanwhile original Android games are also on the store, though from NVIDIA’s standpoint these must be difficult to count on as Android native games rarely push the envelope graphically and have a high tendency to be free-to-play games, the antithesis to the AAA console game market NVIDIA is chasing down.

Ultimately however NVIDIA can’t rely on native Android games and ports of older games alone to move their console, and for that reason the final pillar of the device is based around the GRID game streaming service. Currently in beta for NVIDIA’s existing SHIELD devices and scheduled to go commercial alongside the release of the SHIELD console, the GRID streaming service will plug the remaining game gap by giving SHIELD console owners access to newer PC games that are streamed to the console rather than run locally.

The GRID service has and continues to be ambitious; NVIDIA’s GRID server cards actually make the execution model pretty simple, however whether consumers are willing to put up with the latency and reduced image quality is a question that hasn’t been adequately answered so far. NVIDIA’s GRID service has seen quite a bit of activity with its current beta, though that is for a free service. The addition of a price tag – either for subscriptions for older games or buying the newest games individually at full price – may change this dynamic. However the alternative of not having the ability to run recent AAA PC games at all would have made the SHIELD Console a much harder sale.

For their part, NVIDIA has laid down the groundwork for the service in developing the technology and ramping up servers, and now they are working on bringing developers on-board. Essentially any game that can work on a PC with a game controller can in theory be offered via GRID, though so far the game selection has been very Steam-centric. For the console’s launch, Capcom, Konami, and CD Projekt Red were all brought on stage to showcase some of their games running via GRID. NVIDIA ultimately expects to have 50+ titles available on the service by the time it and the SHIELD Console launch in May.

As for users looking for game streaming on a more local level, NVIDIA has confirmed that the SHIELD Console will also support the company’s GameStream technology, which allows for games to be streamed from a suitably equipped GeForce PC. Also present in the specification sheets is “NVIDIA Share”, which is NVIDIA’s name for their ability to broadcast gameplay via Twitch.

Moving on, the base package will come with the console and a SHIELD Controller for  $199. NVIDIA previously launched the SHIELD Controller for the SHIELD Tablet last year, and thankfully unlike the tablet the controller is a standard part of the package for the console. However NVIDIA has also put together a second controller for the console that will be sold as an accessory, and that is the SHIELD Remote. Unlike the Controller, the Remote is geared towards taking advantage of the console’s media capabilities, particularly Google’s voice search capabilities. The remote itself contains only a few buttons, with voice intended to be its primary means of control. The remote also contains a headphone jack for local audio playback, and though not announced by NVIDIA at the time, as a Bluetooth device it will also work with the SHIELD Tablet and SHIELD Portable.

Wrapping things up, while we had been expecting a microconsole from NVIDIA going into their GDC presentation, the fact that they are so heavily backing it has come as a bit of a surprise. The microconsole market has been fairly treacherous so far – one only needs to look at the Tegra 3 based Ouya to see that first-hand – which makes NVIDIA’s “premium” positioning so unusual. Microconsoles have typically been sub-$100 devices, whereas at $199 this is more than half-way to a full console.

For the moment at least from a hardware perspective NVIDIA has put together a solid piece of kit, something that has been a recent strength for the company. As far as Tegra launch vehicles go the SHIELD products have always been flashy and powerful, and the SHIELD Console is no exception. What remains to be seen then is whether the market is ready to embrace NVIDIA’s vision of 4K media, game ports, and game streaming on a $199 console.

NVIDIA Announces SHIELD Console: Tegra X1 Android TV Box Shipping In May

NVIDIA Announces SHIELD Console: Tegra X1 Android TV Box Shipping In May

Today NVIDIA has announced their latest addition to the SHIELD product family, the SHIELD Console. Launching in May at $199, the SHIELD Console is a combination microconsole and Android TV box, offering Android TV functionality along with two forms of gaming. The first form being Android gaming backed by the console’s Tegra X1 SoC, and the second form via access to NVIDIA’s GRID game streaming service.

Like NVIDIA’s previous SHIELD devices, the SHIELD Console is perhaps first and foremost their showcase device for their Tegra SoC. Having already built a gaming handheld (SHIELD Portable) for Tegra 4 and an 8” tablet (SHIELD Tablet) for Tegra K1, NVIDIA has moved on to the microconsole/set-top box market with the SHIELD Console. In doing so the company is forging a slightly different direction, skipping the mobility plays that were the previous devices and instead focusing on the TV and fixed-position gaming with the SHIELD Console.

NVIDIA SHIELD Family
  NVIDIA SHIELD Tablet NVIDIA SHIELD Console
SoC Tegra K1 (2.2 GHz 4x Cortex A15r3, Kepler 1 SMX GPU) Tegra X1 (4x Cortex A57, Maxwell 2 SMM GPU)
RAM/NAND 2 GB DDR3L-1866, 16/32GB NAND + microSD 3 GB RAM, 16GB NAND + microSD + USB
Display 8” 1920×1200 IPS LCD N/A, HDMI 2.0 4Kp60 Output
Dimensions 221 x 126 x 9.2mm, 390 grams 210 x 130 x 25mm, 654 grams
Camera 5MP rear camera, 1.4 µm pixels, 1/4″ CMOS size. 5MP FFC N/A
Battery 5197 mAh, 3.8V chemistry (19.75 Whr) N/A, 40W Power Adapter
OS Android 4.4.2 Android TV
Connectivity 2×2 802.11a/b/g/n + BT 4.0, USB2.0, GPS/GLONASS, mini HDMI 1.4a 2×2 802.11a/b/g/n/ac + BT 4.1/BLE, USB 3.0 + 2.0, HDMI 2.0, IR Receiver, Gigabit Ethernet
Launch Price $299 (16GB/WiFi) + $59 (optional controller) $199, Includes 1 SHIELD Controller

From a hardware perspective the SHIELD Console itself is built somewhere in between a microconsole and a full-blown console. The underlying SoC and the use of Android TV make it closer to a microconsole, while in terms of physical size and NVIDIA’s performance ambitions are closer to a console. In any case, anchored by the Tegra X1 SoC, the console also packs in 3GB of RAM, 16GB of NAND, 2×2 802.11ac wireless, and a large I/O collection, including USB 3.0, Gigabit Ethernet, and an HDMI 2.0 port.

On the software side, the SHIELD Console is running Android TV, Google’s TV-centric branch of the Android operating system. The use of Android TV gives the device the OS’s accompanying 10ft UI along with suitable access to media through the Google Play Store, giving NVIDIA the kind of wide access to media they need to help drive adoption of the console. For more local tastes, local media playback will also be supported through the included PLEX application. Meanwhile because of its Tegra X1 backing, the console will be the first Android TV device to support 4K playback, capable of decoding and displaying 4Kp60 content, including up-and-coming HEVC content.

NVIDIA’s second pillar for the device – and arguably the device’s primary purpose – is local gameplay through the console’s ability to run Android games. Games will be sold through a SHIELD Store, similar to how SHIELD Portable/Tablet users can currently buy Android games through NVIDIA’s application. Meanwhile the powerful Maxwell GPU backing the Tegra X1 should prove to be very capable at driving these games.

From a performance perspective NVIDIA is targeting performance ahead of the Xbox 360, while many of the console’s marquee games are from that console generation. With Xbox 360 turning 10 this year, this is roughly in-line with the tendency for SoC/mobile devices to trail PCs (and high performance consoles) in performance by about a decade.

The games we’ve seen in the store so far are frequently ports of last-generation (or older) console games, with NVIDIA including a mix of existing ports along with partnering for new ones. Upcoming ports include the releases of games such as Borderlands: The Pre-Sequel and Crysis 3 (yes, Crysis) for SHIELD. Right now NVIDIA is very keen to show off the SHIELD console’s ability to perform similarly to the last-gen consoles, given that they were very popular devices with similarly long shelf lives.

Given NVIDIA’s hardware background and the capabilities of the Tegra X1 SoC, this makes a lot of sense for the company in the short run. However in the long run it will be interesting to see whether the service sees very many “new” or recent AAA games, as game development for the last-gen consoles winds down. Meanwhile original Android games are also on the store, though from NVIDIA’s standpoint these must be difficult to count on as Android native games rarely push the envelope graphically and have a high tendency to be free-to-play games, the antithesis to the AAA console game market NVIDIA is chasing down.

Ultimately however NVIDIA can’t rely on native Android games and ports of older games alone to move their console, and for that reason the final pillar of the device is based around the GRID game streaming service. Currently in beta for NVIDIA’s existing SHIELD devices and scheduled to go commercial alongside the release of the SHIELD console, the GRID streaming service will plug the remaining game gap by giving SHIELD console owners access to newer PC games that are streamed to the console rather than run locally.

The GRID service has and continues to be ambitious; NVIDIA’s GRID server cards actually make the execution model pretty simple, however whether consumers are willing to put up with the latency and reduced image quality is a question that hasn’t been adequately answered so far. NVIDIA’s GRID service has seen quite a bit of activity with its current beta, though that is for a free service. The addition of a price tag – either for subscriptions for older games or buying the newest games individually at full price – may change this dynamic. However the alternative of not having the ability to run recent AAA PC games at all would have made the SHIELD Console a much harder sale.

For their part, NVIDIA has laid down the groundwork for the service in developing the technology and ramping up servers, and now they are working on bringing developers on-board. Essentially any game that can work on a PC with a game controller can in theory be offered via GRID, though so far the game selection has been very Steam-centric. For the console’s launch, Capcom, Konami, and CD Projekt Red were all brought on stage to showcase some of their games running via GRID. NVIDIA ultimately expects to have 50+ titles available on the service by the time it and the SHIELD Console launch in May.

As for users looking for game streaming on a more local level, NVIDIA has confirmed that the SHIELD Console will also support the company’s GameStream technology, which allows for games to be streamed from a suitably equipped GeForce PC. Also present in the specification sheets is “NVIDIA Share”, which is NVIDIA’s name for their ability to broadcast gameplay via Twitch.

Moving on, the base package will come with the console and a SHIELD Controller for  $199. NVIDIA previously launched the SHIELD Controller for the SHIELD Tablet last year, and thankfully unlike the tablet the controller is a standard part of the package for the console. However NVIDIA has also put together a second controller for the console that will be sold as an accessory, and that is the SHIELD Remote. Unlike the Controller, the Remote is geared towards taking advantage of the console’s media capabilities, particularly Google’s voice search capabilities. The remote itself contains only a few buttons, with voice intended to be its primary means of control. The remote also contains a headphone jack for local audio playback, and though not announced by NVIDIA at the time, as a Bluetooth device it will also work with the SHIELD Tablet and SHIELD Portable.

Wrapping things up, while we had been expecting a microconsole from NVIDIA going into their GDC presentation, the fact that they are so heavily backing it has come as a bit of a surprise. The microconsole market has been fairly treacherous so far – one only needs to look at the Tegra 3 based Ouya to see that first-hand – which makes NVIDIA’s “premium” positioning so unusual. Microconsoles have typically been sub-$100 devices, whereas at $199 this is more than half-way to a full console.

For the moment at least from a hardware perspective NVIDIA has put together a solid piece of kit, something that has been a recent strength for the company. As far as Tegra launch vehicles go the SHIELD products have always been flashy and powerful, and the SHIELD Console is no exception. What remains to be seen then is whether the market is ready to embrace NVIDIA’s vision of 4K media, game ports, and game streaming on a $199 console.