#RTXOn is simply a context to win prizes by leaving comments on social media about which game the user wants to see RTX integrated into it. It has nothing to do with Xbox or PlayStation or whatever. It's a running theme through all E3 content regardless of vendors.Btw is this even legal?
You are forgetting that the infamouos R9 3xxx series and Fury was her fault.And assuming the Vega situation was inevitable yeah after that AMD(appears to) steered in the right direction.
Xbox is launch at the end of 2020 so it it more probably the next navi launched in 2020 to be the one with RT.
Also from what I've gathered its async compute performance is what holds it back in demanding scenes.
AMD async compute is much better so should perform better right?
While I won't try to interpret the nature of the various rectangles too much, at a glance it seems like this GPU does move more elements into the center of the die, with the shader core section ringing what might be the command processors and part of the cache hierarchy.
0.25 a first view.
Those 2x8 pins are confirmed now...
Rough math says they're now 80-90% of Nvidia on FLOPs translating to game performance comparatively. Much better than Vega.
Radeon Multimedia Engine – Seamless Streaming
Navi Stats
- Improved Encoding (New HDR/WCG Encode HEVC)
- 8K Encode (HEVC & VP)
- 40% encoder speedups
New Compute Unit Design
- 40 RDNA Compute Units
- 80 Scalar Proessors
- 2560 Stream Processors
- 160 64b bilinear filter units
- Multilevel Cache
- 4MB L2, 512Kb L1
- 2x V$L0 Load Bandwidth
- DCC Everywhere
- Streamlined Graphics Engine
- Geometry Engine (4 Prisms Shader Out, 8 Prim Shader In)
- 64 Pixel Units
- 4 Asynchronous Compute Enginers
- Balanced Work Distirbution & Redistribution
- Designed for higiher frequences at lower power
Great Compute Efficiency For Diverse Workloads
- 2x Instruction Rate (enabed by 2x Scalar Units and 2x Schedulers)
- Single Cycle Issue (enabled by Executing Wwave32 on SIMD32)
- Dual Mode Execution (Wave 32 and Wave 64 Modes Adapt for Workloads)
- Resource Pooling (2 CUs Coordiate as a Work Group Processor)
Okay, time for a slight revision: AMD's next Mid-Range GPU is a 225 Watt Mini-Housefire with a blower fan. Going by AMD's SOP it's also overvolted as hell to keep the yield up. In terms of process normalized performance per-watt it's still behind Turing by ~50%. With the HBM joker AMD can get to something High-End'ish next year, maybe around the 2080 Ti, but overall nothing that in any way threatens nVidia's dominant position. I'll probably buy one anyway, because I'm a sucker for housefire silicon.AMD's next "Mid-Range" GPU is a 300 Watt Housefire with a blower fan, the memes write themselves at this point.
New Compute Unit Design
- 40 RDNA Compute Units
- 80 Scalar Processors
- 2560 Stream Processors
- 160 64b bilinear filter units
- Multilevel Cache
- 4MB L2, 512Kb L1
- 2x V$L0 Load Bandwidth
- DCC Everywhere
- Streamlined Graphics Engine
- Geometry Engine (4 Prims Shader Out, 8 Prims Shader In)
- 64 Pixel Units
- 4 Asynchronous Compute Engines
- Balanced Work Distribution & Redistribution
- Designed for higher frequencies at lower power
Great Compute Efficiency For Diverse Workloads
- 2x Instruction Rate (enabled by 2x Scalar Units and 2x Schedulers)
- Single Cycle Issue (enabled by Executing Wwave32 on SIMD32)
- Dual Mode Execution (Wave 32 and Wave 64 Modes Adapt for Workloads)
- Resource Pooling (2 CUs Coordinate as a Work Group Processor)
Intresting! what about the central area?So this is what I think we might have:
In summary, I think the RF and LDS are shared by two compute units, each with 2x SIMD-32, SALU and TMU.
Each "quarter" is two shader engines, with 2 sets of 2xROP-4s, 64 ROPs in total.
I only see 8 * 4 ROPS, what do I missing?So this is what I think we might have:
In summary, I think the RF and LDS are shared by two compute units, each with 2x SIMD-32, SALU and TMU.
Each "quarter" is two shader engines, with 2 sets of 2xROP-4s, 64 ROPs in total.
I think so. AMD had a patent on variable wavefront sizing.Does that mean wavefront size can be either 32 or 64 or do I misunderstand this...
Oh, and apparently full speed fp16 texture filtering, catching up with nvidia (since fermi IIRC) there...
Stuff! Too coarse-grained to say much about those blocks.Intresting! what about the central area?
Fascinating that work can be issued in 32-work item hardware threads. I was expecting 64 and 128...Does that mean wavefront size can be either 32 or 64 or do I misunderstand this...
I've added extra yellow blocks to the picture. Hopefully the picture will update soon to show them.I only see 8 * 4 ROPS, what do I missing?