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#1 |
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Senior Member
Join Date: Jun 2005
Posts: 1,320
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While Southern Islands is only just beginning to roll out, a recently ex-AMD ASIC designer's Linkedin profile reveals the possible codename for AMD's next-gen GPU family - Sea Islands.
During his tenure as MTS Design Engineer at AMD, Alexander Shternshain worked on Evergreen and Northern Islands - branded HD 5000 and HD 6000 families, Fusion APUs - Ontario (C/E Series), Llano (A-Series) as well as Krishna, whose fate is unknown. The final two GPU families mentioned are Southern Islands - which we already have come to know as Radeon HD 7000 family - and the future family, Sea Islands. Unlike the rather vague codenames of Northern Islands and Southern Islands, Sea Islands directly refers to the chain of islands on the USA's Atlantic coast. We can thus expect the individual chips from the family codenamed along the lines of the prominent islands in the region. Sea Islands, if that is indeed the final codename, is still a long way away - possibly late 2012/early 2013 at the earliest - while the rumour mill is still digesting Southern Islands. We can expect AMD to build on the GCN architecture with Sea Islands as TSMC's 28nm process matures. http://vr-zone.com/articles/amd-s-ne...nds/14391.html
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What is the meaning of life? - Why I'm here, I know my past, because I return to the past but I'm going forward to see my future, to find the truth, meaning of the existence and purpose. |
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#2 |
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Senior Member
Join Date: Mar 2003
Posts: 1,315
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It was not South Islands ?
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#3 |
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Senior Member
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I firmly expect the next round of GPUs to be named "Homeland", with the flagship model to be named after the biggest state of... guess who.
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Apple: China -- Brutal leadership done right.
Google: United States -- Somewhat democratic. Microsoft: Russia -- Big and bloated. Linux: EU -- Diverse and broke. |
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#4 |
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Senior Member
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About time, for these rumours, I say. With not a single 7xxx gpu in wild.
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#5 |
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Member
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Does this thread come out because the Maxwell thread had?
BTW, I wonder know how much improvement can be made this time.
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Well I'm not a native English speaker so there might be misuse through my words. I just hope it won't cause too much misunderstanding. Last edited by denev2004; 31-Dec-2011 at 10:58. |
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#6 |
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Senior Member
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As much, as the manufacturing process allows, I guess. Tahiti is "only" 365mm˛, so there's alot of margin left. TSMC is also moving very fast to 450mm wafers, remember. Large chips are ought to get cheaper, in a long term.
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Apple: China -- Brutal leadership done right.
Google: United States -- Somewhat democratic. Microsoft: Russia -- Big and bloated. Linux: EU -- Diverse and broke. |
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#7 | |
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Regular
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Quote:
I've no idea why some retailers are holding sales until some date in the future, particularly when those retailers have shown pix of their stock.
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Can it play WoW? |
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#8 |
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Senior Member
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With GCN being the basis for a few years to come, I hope the next major overhaul will be in the front-end.
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English is not my native tongue. Before flaming please consider the possiblity that I did not mean to say what you might have read from my posts. Work| RecreationWarning! This posting may contain unhealthy doses of gross humor, sarcastic remarks and exaggeration! |
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#9 |
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Senior Member
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GCN seems to cope well with just two prim's per clock rate, safe for the few extreme cases. I think the pixel processing efficiency is more of a problem here with smaller polygons, not the front-end really. Fermi already set the bar quite high enough with its four setup pipes for anyone to claim for more.
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Apple: China -- Brutal leadership done right.
Google: United States -- Somewhat democratic. Microsoft: Russia -- Big and bloated. Linux: EU -- Diverse and broke. |
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#10 |
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Senior Member
Join Date: Sep 2010
Posts: 1,011
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At least the new thread has this nice ATi logo.
BTW: it's so early for this thread... we can't be sure even that the codename is correct. |
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#11 | |
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Regular
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Quote:
I'm still waiting for a response to this: http://forum.beyond3d.com/showpost.p...postcount=4483 And to be quite frank I think GCN is still broken in this respect. There is a suite of tests written in OpenGL, but these tests didn't work on ATI back in the day, of course: http://www.icare3d.org/GPU/CN08
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Can it play WoW? |
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#12 | |
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Senior Member
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Quote:
__________________
Apple: China -- Brutal leadership done right.
Google: United States -- Somewhat democratic. Microsoft: Russia -- Big and bloated. Linux: EU -- Diverse and broke. |
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#13 | |
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Senior Member
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Quote:
__________________
English is not my native tongue. Before flaming please consider the possiblity that I did not mean to say what you might have read from my posts. Work| RecreationWarning! This posting may contain unhealthy doses of gross humor, sarcastic remarks and exaggeration! |
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#14 | ||
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Senior Member
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Quote:
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Unless the pipeline is tuned for single pixel triangles, and that will take some radical changes at the API/semantics level, trying to optimize for single pixel triangles is putting the cart before the horse. |
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#15 |
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ATI still appears to be designed for "8-fragment triangles" (arguably 16-fragment triangles) - I haven't seen anything in GCN that changes this. And a pixel shader thread that contains one of these then runs at 12.5% efficiency. That's dark ages.
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Can it play WoW? |
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#16 |
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Senior Member
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8 pixel triangles is the sweet spot, but there is no sensible reason to believe that ATi will pack one triangle per 64 wide thread and optimize the rasterizer for 8 pixel triangles. Does nvidia also issue one warp per triangle, I am quite doubtful.
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The views presented here are my own and not my employer's. Last edited by rpg.314; 31-Dec-2011 at 14:14. |
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#17 |
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Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
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Anyone know what the communication pathway is between GCN's CU's and the primitive pipelines? Dedicated buffers, GDS, L2 cache?
Even if they are packing 4 16-pixel tiles per wavefront, the (arguably contrived) worst case scenario is 6.25% utilization. For nVidia the worst case is 12.5% assuming 8-pixel tiles.
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What the deuce!? |
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#18 |
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Senior Member
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But there should be only only one wasteful thread per draw call, even in the worst case. Why would they pack anything less? A more likely scenario is that threads being populated in batches of 8 or the size of rasterizer stamp. But any sensible solution with 64 wide SIMD would pack multiple batches from multiple triangles being the common case.
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The views presented here are my own and not my employer's. Last edited by rpg.314; 31-Dec-2011 at 14:37. |
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#19 | |
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Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
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Quote:
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What the deuce!? |
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#20 |
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Regular
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It's not a draw call, it's a pixel shader thread launch.
And, of course, it's possible to have multiple triangles per thread, but I haven't seen any evidence that ATI does this. Please present your evidence rather than "it would be silly not to".
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Can it play WoW? |
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#21 |
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Senior Member
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For the pre dx11 days, batching with the stamp granularity is fine. In the era of single pixel triangles, not packing every lane with fragments is a huge waste.
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#22 |
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Senior Member
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I think G70 did this to compensate for it's rather large batch size. Not sure for NV40.
__________________
Apple: China -- Brutal leadership done right.
Google: United States -- Somewhat democratic. Microsoft: Russia -- Big and bloated. Linux: EU -- Diverse and broke. |
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#23 |
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Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
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Right but, like Jawed said, we don't have any evidence of batching at higher than rasterization granularity from either AMD or nVidia.
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What the deuce!? |
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#24 |
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Member
Join Date: Jun 2008
Location: Copenhagen
Posts: 554
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I think I remember we already figured it out to be the case when discussing evergreen.
Otherwise it should be detectable by benchmarking fillrate on a *very* heavy pixel shader while decreasing triangle size. |
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#25 |
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Senior Member
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I guess what need to be done is to render 64 single pixel triangles, with a *very* long pixel shader. And then measure the variation in rendering time as the triangle size is increased. If there is batching at stamp size, then there would be step function jumps in render times.
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