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Jesus H Christ. I expected at least 2.2 like PS5, but 2.5GHz?
If I understand things correctly, the card will basically never actually run at 2.5GHz. That's the absolute maximum boost limit for when all stars align and power consumption is low and thermals are excellent. That number is not marketed or printed on any box, mainly because realistically no card ever reaches it in any real load. Best possible real-world clocks have typically been ~100MHz below that.
OFC, 2.4GHz is still pretty monstrous...
If those specs are true then Navi 22 is pretty disappointing. I'd have hoped the second tear GPU would be a comfortable step above the XSX but this would be barely faster at all.
EDIT: missed the memory bandwidth, so it would actually be slower than the XSX :/
I'd assume this will be cut down Navi 22. There will be big empty desert between 40CU 192bit and 80CU 384 bit or whatever. I expect to see 256/320bit full/cutdown versions of Navi 22 and Navi 21If those specs are true then Navi 22 is pretty disappointing. I'd have hoped the second tear GPU would be a comfortable step above the XSX but this would be barely faster at all.
EDIT: missed the memory bandwidth, so it would actually be slower than the XSX :/
If anything, my takeaway is that memory efficiency has improved, which would make XSS look a bit better.EDIT: missed the memory bandwidth, so it would actually be slower than the XSX :/
If I understand things correctly, the card will basically never actually run at 2.5GHz. That's the absolute maximum boost limit for when all stars align and power consumption is low and thermals are excellent. That number is not marketed or printed on any box, mainly because realistically no card ever reaches it in any real load. Best possible real-world clocks have typically been ~100MHz below that.
OFC, 2.4GHz is still pretty monstrous...
Agree. But if Navi 22, with improved clocks and IPC is ~20-25% faster than 5700XT, it would be at 2080 Super level. So cut-down Navi 21 would be at 2080 Ti / 3070, and that makes senseI don't know. That 40-80 gap seems way too big. Something has to slot in there.
I dimly recall that there was discussion either here or elsewhere about what possible sizes of on-die cache would allow texturing behavior to be treated more as a well-behaved working set instead of streaming low-temporal-locality workload in that time period or earlier. I think the values at the time for the working set were then-impossible values in the hundreds of MB.So this is an old and perhaps relevant thread, from 2015:
https://forum.beyond3d.com/threads/gpu-cache-sizes-and-architectures.56731/
And relevant posting by sebbbi in 2013:
Tahiti saw benefits from this "fully-tiled" benchmark and we now have GPUs with ~6x more fillrate, but only ~3x more bandwidth (RTX 3090, of course, has tiled rasterisation - but that wouldn't be relevant to sebbbi's HDR particles test).
Still, we don't know how RDNA works and whether it uses the ROP depth/colour cache that we saw in GCN.
You know, B3D forum is epic:
128MB L4![]()
I may have to do more than skim this. There are some interesting questions about the non-disclosed elements of these architectures being probed, such as the number of misses from each cache level and the behavior of the cache protocol.Efficient L2 Cache Management to Boost GPGPU Performance
This paper, from 2019, is a direct study of GCN, which improves an existing simulator (to achieve substantially closer simulated performance versus actual chip performance) and then goes on to propose a new cache architecture:
https://www.anandtech.com/show/6993/intel-iris-pro-5200-graphics-review-core-i74950hq-tested/3
The focus here, for graphics, appears to be purely textures.
On 22nm:
https://www.anandtech.com/show/6993/intel-iris-pro-5200-graphics-review-core-i74950hq-tested/4
20mm² on TSMC 7nm for 128MB?
80cu @2.2 damn. Nv has some serious competition then, long over 20TF o assume.