AMD starting to tease...
http://wccftech.com/amd-vega-gpu-ra...rce=traqli&utm_medium=onsite&utm_campaign=266
http://wccftech.com/amd-vega-gpu-ra...rce=traqli&utm_medium=onsite&utm_campaign=266
Huh?So you're saying if I don't buy Zen now, I should not buy it in one year.
I have been getting knowledge over past few days about Vega architecture, and how it works, to try to understand what we are looking at.
First thing:
Programmable Geometry Pipeline is a hardware feature that is just variation of FOV Rendering technique but executed on hardware level, not software. The tricky part here is that Developers have to program the game or game engine for the GPU to use and cull the unseen Polygons from the scene rendered, to save resources of the GPU, and to save power, or use it for other things. Part of it is of course Primitive Shaders feature.
Secondly: High Bandwidth Cache, which simply is HBM2 memory. AMD thinks that the amount of RAM will become less and less important and what truly will become important is bandwidth of it. Unified Memory has finally hardware approach, to get it finally working at decent bandwidth, and low latency.
Thirdly. Massively improved geometry performance. According to AMD Fiji chip was capable of registering only 4 Polygons per 4 Shader Engines per clock. Vega is capable of registering up to 11 polygons per 4 shader engines, per clock.
Forth. Currently we have seen the demo in both Doom and in Star Wars: Battlefront in 4K resolution. In Doom, the GPU was 15% faster than OC'ed GTX 1080, and in SW:BF it was around 45% faster than Fury X.
What this means. There is no game ready drivers. Some of hardware features have to be implemented by developers to get use of them, some of the hardware features can be jest added to the drivers, and off it will work. The difference will be that devs will have less work to do with managing the resources, because the GPU will handle them by itself, thanks to Tile-Based Rasterization. However, Programmable Geometry Pipeline will not be available till devs will update the software for it.
Fifth. Vega is most likely the base of Project Scorpio console APU GPU. 3072 GCN cores, clocked at under 1000 MHz, with 384 bit memory bus of GDDR5 memory. Its modified Vega, because desktop Vega has only HBM2 memory controller. Its built for APUs, and high-end desktops.
And lastly. The GPU is not faster than Pascal Titan X, without optimizations made by developers. When they will design games with it mind, and those who will make them for Project Scorpio and PC, will also bare it mind, big Vega will be not only faster, but also more efficient. The GPU architecture was designed with future in mind. So it will only make itself better over time, like every previous GCN iteration did. Don't be discouraged by the initial performance, at least in games. In compute it is true monster, and you can mark it here.
Also, Vega is the most advanced GPU architecture we have seen to this day, it beats even GP100.
This is all what I can say after initial look at it.
Thats not what I meant there . I pointed out that some of hardware features will be available from the start, for some we will have to wait till devs will adopt them.Tile based rasterization and Programmable Geometry pipeline has nothing to do with each other.
Don't confront marketing with technical facts....Tile based rasterization and Programmable Geometry pipeline has nothing to do with each other.
Aiden, please for once read in context...Don't confront marketing with technical facts....
Thats not what I meant there . I pointed out that some of hardware features will be available from the start, for some we will have to wait till devs will adopt them.
Nowhere in that bolded paragraph I meant that they are bound together.
Thats not what I meant there . I pointed out that some of hardware features will be available from the start, for some we will have to wait till devs will adopt them.
Nowhere in that bolded paragraph I meant that they are bound together.