AMD: Navi Speculation, Rumours and Discussion [2019-2020]

Discussion in 'Architecture and Products' started by Kaotik, Jan 2, 2019.

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  1. Kaotik

    Kaotik Drunk Member
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    Is there any educated guesses which is better from RT accelerations point of view - having more units or faster units, or are they just as good options respective to RT performance?
     
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  2. Raytracing seems to be as much of a parallellable task as rasterization, so I'd bet that in the end what counts is throuhgput, or units x clock speed.
    Otherwise the lower clocked 2080 Ti would suffer in comparison to the 2080.

    But I guess in a comparison of two GPUs with equivalent architecture and same RT throughput / bandwidth / etc., but one is wider but the other is clocked faster, the later may have some advantage due to higher clocked caches. That was Cerny's point yesterday, at least.
     
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  3. milk

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    I think between wide and slow vs. narrow and fast, the better RT will end up coming of the one with higher memory bandwith, aka Xboy
     
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  4. Bondrewd

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    Yeah, kinda.
    Think of Sapphire Toxic kind of SKU.
     
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  5. PSman1700

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    And even higher on LN2.
     
  6. Bondrewd

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    Obviously, but we're talking exotic SKUs, not exotic cooling.
     
  7. JoeJ

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  8. Dictator

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  9. BRiT

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    Yesterday I heard from other devs that some good info will be released from the DirectX Developer Day with "DXR Tier 1.1 Running on RDNA2 Hardware – Dave Oldcorn (AMD)".
     
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  10. Bondrewd

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    Ha.
    (very shiny, my poor eyes)
     
    #2030 Bondrewd, Mar 19, 2020
    Last edited: Mar 19, 2020
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  11. Scott_Arm

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    Directx12 Ultimate?
     
  12. DavidGraham

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    Just a catch phrase for hardware that supports: Texture Space Shading, VRS , Ray Tracing and Mesh Shaders. DirectML is omitted for now.
     
  13. szatkus

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    Quite a bad demo. Looks like they wanted to show off with all these reflections.
     
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  14. Scott_Arm

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  15. Bondrewd

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    DirectStorage (the newest thing so far) is also not there.
    thatsthepoint.png
     
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  16. Scott_Arm

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    Oh ... now I get it. This is actually very cool. Gpu can figure out which texels will be sampled without actually sampling them, so a virtual texturing system can then proceed to only load the exact tiles that are needed into vram. On top of that you can use it the same way in texture space shading to only shade the parts of the texture that are necessary.

    https://devblogs.microsoft.com/dire...edback-some-useful-once-hidden-data-unlocked/
     
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  17. JoeJ

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    Oh no... more shiny robots :)

    There was this quote:
    This can't be confused with inline RT. Does it confirm the traversal shader support i want?
    They did not talk about it after that...
     
  18. DavidGraham

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    Seems AMD is interested in doing RT with simple shaders, preferably one single shader using DXR1.1, as opposed to the many shader approach in DXR1.0, AMD says single shader provides better performance. Microsoft says both approaches have their uses, advantages and disadvantages.
     
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  19. milk

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    Artistically this demo might be quite garish, but at least it does the job of showing off the kind of things only RT can do. In that reggard, I think that was the most un-umbiguous demos of that thus far. Like: Yes, the whole fucking screen can be covered with reflective surfaces of both specular and glossy variety and things will look right. That means artists can throw watever content at this and you will get proper reflections there.

    I'd rather get ugly but didactic demos than "what am I supposed to see here" ones like Metro's.
     
    #2039 milk, Mar 19, 2020
    Last edited: Mar 19, 2020
  20. troyan

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    But nVidia has done it much better with the Star Wars demo:


    It would have been better just to run the Port Royal demo...
     
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