Frenetic Pony
Veteran
Maybe more shader engines or more workgroups per SE. Or they change something big like move some of the functions into or out of the WG. There were rumors that RDNA2 was a big departure from previous architectures but this pretty much confirms that theres nothing big that changed at the high level.
It makes it interesting to guess what AMD even changed to get better IPC from RDNA1 to RDNA2.
Maybe a big departure in terms of how each ALU is built, re-arrange the gate configurations for better instruction throughput. The instructions per cycle to each compute unit have gone from up to 4 to up to 7. So one supposes either there was some limitation with instruction issue or instructions now retire faster so the limitation can be lifted usefully. Either way that suggest an efficiency gain already.
As for the difference in CUs per engine, well I don't know what to make of it because it could be a Series X only decision. The memory bus is unified obviously so one assumes it's more about scheduling and other whatnot, it may not have an effect on other RDNA2 dies. Though heck, maybe AMD will use GDDR6x as well and just throw 7 dcus per, the bandwidth should be there if the clockspeed is kept within reason. Sidenote: thank you MS employee that agreed with me on that terminology, fucking shoutout for DCU/Double Compute Unit.
Anyway, the only other interesting bit is the cost of the die per mm^2. The die sizes for both consoles are within ballpark of the previous gen, and the PS4 die was estimated at $100. With inflation that's $111, but I wonder how much more it costs? This estimates that it costs a bit more than 150% relative. Do the dies cost $170 or so then? Whatever, not directly relevant to RDNA2 arch, but it shows that with dies not getting super small or anything RDNA2 isn't going to be any cheaper than 1, but that wasn't hard to guess.
Most of the rest of the stuff seems to be already known or too hard to parse. "Rays per second max" versus Nvidia's arbitrary "About this many rays" is like, whatever. Even looking at this and trying to work it out made me shake my head, too many unknowns. As for some of the other bulletpoints, rather boring. I guess the new HDR format is neat for obsessive 120hz reaching, but otherwise is rather useless. Please don't force correlate my color channels with a shared exponent, that's just weird. Besides, there's already usage of extended precision tricks for 10 bit mantissa of 16bit floats, losing another bit isn't helping.