Graphic North Bridge(GNB) Highlights
Fusion 1.9 support
DCE 7.0
UVD 4.0
VCE
IOMMU
ACP
5x8 GPP PCIE cores
SCLK 800MHz/LCLK 800MHz
As far as I know.and what I've heard, both PS4 and Xbox 720 have APU+GPU.
Everything being provided by AMD.
Wouldnt the 4 cu's just be accounting for the apu. Its apu + discrete correct?
The next Xbox and PlayStation are not "GPU-centric." There are pretty significant things happening with their processor architectures. And at least for Durango, it's not using off the shelf kit, contrary to what many GAF posters have insisted. Even more troublesome for the Wii U, they have much more dedicated GPGPU capabilities which aren't happening on the dedicated GPUs they're packing.
huh? UVD's been around forever. That's the video/media decoder. VCE was introduced with 7970 (Video Codec Engine) for encoding 1080p60 streams. DCE has also just been a part of Radeons. That's just... standard.
DJ12 said:So nothing really new from the df article.
Roll on e3 although then we'll have to decipher marketing BS as well.
I believe that extra ALU is for redundancy against manufacturing errors; using it for compute tasks while the rest of the CU renders graphics shouldn't be possible as I believe all ALUs run the same shader program. The penalty for packing so much computing hardware into such a small space is you lose flexibility.how it sound to me is that the 4 CUs have 64+1 ALUs as opposed to the normal 64 in a CU. The +1 is dedicated to compute, but if used for rendering would give a minor boost.
I believe that extra ALU is for redundancy against manufacturing errors; using it for compute tasks while the rest of the CU renders graphics shouldn't be possible as I believe all ALUs run the same shader program. The penalty for packing so much computing hardware into such a small space is you lose flexibility.
- 4 additional CUs (410 Gflops) “extra” ALU as resource for compute
New Starsha GNB 28nm TSMC
Milos
Southern Islands
DX11
SM 5.0
Open CL 1.0
Quad Pixel pipes 4
SIMD’s 5
Texture Units 5TCP/2TCC
Render back ends 2
Scalar ALU’s 320
Maybe this is where the "320 Scalar ALU's" comes in?
320 / 4 = 80
So 80 ALU's per each of the CU's?
That would give an extra 16 ALU
it should have been:About 14 + 4 balance:
- 4 additional CUs (410 Gflops) “extra” ALU as resource for compute
- Minor boost if used for rendering
About 14 + 4 balance:
- 4 additional CUs (410 Gflops) with “extra” SIMD as resource for compute
- Minor boost if "extra" SIMDs used for rendering