Recent content by Rasterizer

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    AMD Vega 10, Vega 11, Vega 12 and Vega 20 Rumors and Discussion

    Okay, now I'm definitely confused. The Vega whitepaper talks about "Next Generation Geometry Engines" and says: They aren't talking about processing being done within the geometry engines as shown on the Vega block diagram? I guess that means I should ask which stages of the rendering pipeline...
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    AMD Vega 10, Vega 11, Vega 12 and Vega 20 Rumors and Discussion

    So this might sound like a bit of a strange question, but I just want to make sure my understanding is correct as I'm having a discussion about Vega on another forum where this has come up: With respect to the next generation geometry engines in Vega, it's my understanding that it is the shaders...
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    AMD Vega 10, Vega 11, Vega 12 and Vega 20 Rumors and Discussion

    Thanks for the comments, though they are still a fair bit beyond my level of understanding of this stuff. I understand that there can be lots of reasons MSAA performance could be bottlenecked, but I was in a sense asking the opposite question: IF a GPU has a rasterization rate bottleneck, would...
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    AMD Vega 10, Vega 11, Vega 12 and Vega 20 Rumors and Discussion

    Forgive my confusion, but I'm still very much a beginner at understanding this stuff. Is the rate at which a GPU performs coverage and occlusion tests not limited by its rasterization rate then? What is the limiting factor in the rate at which these tests can be performed by a GPU then?
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    AMD Vega 10, Vega 11, Vega 12 and Vega 20 Rumors and Discussion

    As far as I understand the introduction to MSAA that I read, SSAA involves doing the complete render at a higher resolution than the intended display resolution, not just the rasterization stage, as in MSAA. Here's the relevant passage I was basing my understanding on: . Is this not correct?
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    AMD Vega 10, Vega 11, Vega 12 and Vega 20 Rumors and Discussion

    I've been reading up on the basics of how MSAA works, and as far as I can understand this as a beginner, doesn't MSAA involve rasterizing at a higher resolution than the intended display resolution? In which case, wouldn't MSAA performance be limited by rasterization rate? Doesn't that mean that...
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    AMD Vega Hardware Reviews

    I don't recall speculating on what level of performance Vega would or would not gain from primitive shaders being implemented in drivers. I only pointed out that the available direct evidence appears to support the position that primitive shaders are not enabled, and in any case I prefer to rely...
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    AMD Vega Hardware Reviews

    Fair enough. I still think it is fair to say that the results of this test, when combined with the apparent 100% identical performance between Vega 56 and Vega 64 at the same clocks in both this test and games strongly suggest that primitive shaders are not currently enabled in the RX drivers...
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    AMD Vega Hardware Reviews

    This is not a matter of "if". The B3D Suite results directly show that Vega currently has a culled triangle throughput of 3.75 triangles per clock, which is not compatible with the claims made in the whitepaper about primitive shaders and their effect on culled triangle throughput. Unless...
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    AMD Vega Hardware Reviews

    Oops, I only just realized that the Hardwareluxx article had them leaving the power target at +50% and still getting reduced power consumption compared to stock. I had assumed they had reduced the +% power offset to the minimum necessary to sustain the combination of clocks and undervolting they...
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    AMD Vega Hardware Reviews

    The data I posted is specifically for 100% culled primitives. Here is a larger version that includes Vega 64 at Fiji clocks.
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    AMD Vega Hardware Reviews

    The Vega whitepaper claims that primitive shaders can increase effective polygon throughput to up to 17 triangles per clock, but since 6,305/1630 = ~3.75 triangles per clock, either primitive shaders are not enabled yet in drivers or RTG made up the feature out of thin air and it doesn't...
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    AMD Vega Hardware Reviews

    I believe the explanation is that RX64 is suffering much more severely from being front end bottlenecked by its polygon throughput still being on the order of 4 triangles per clock since primitive shaders have not been enabled in drivers yet. As a result the higher power target and CUs of RX64...
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    Pricing Discussions around AMD VEGA *over-flow*

    I'm fairly certain AMD have to use that language because SEP and MSRP are the manufacturers suggested retail or etail price, and they are legally barred from trying to force retailers or etailers to meet it. As far as I understand the statement it says that AMD has not increased their SEP on any...
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    Pricing Discussions around AMD VEGA *over-flow*

    I don't know how to reconcile that claim with AMD's Gerald Youngblood going on the record today and clarifying that AMD's SEP for the stand alone cards has not changed nor are they planing to change it:
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