AMD: Navi Speculation, Rumours and Discussion [2019]

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

  1. Bondrewd

    Veteran Newcomer

    Joined:
    Sep 16, 2017
    Messages:
    1,043
    Likes Received:
    441
    Wasn't this supposed to be shown at GDC (before it dies, that is)?
     
  2. Dictator

    Regular Newcomer

    Joined:
    Feb 11, 2011
    Messages:
    260
    Likes Received:
    1,024
    They must have messed up the upload or something as that video file they have is internally 24 fps for the AMD RDNA 2.0 RT demo.
    Frame cadence is 3 frame repeat, 2 frame repeat, 3 frame repeat, 2 frame repeat.
     
  3. Benetanegia

    Regular Newcomer

    Joined:
    Sep 4, 2015
    Messages:
    344
    Likes Received:
    316
    Wait whaaaat! Can please someone explain something to me? At the end of the video, the two large curved surfaces on both sides of the robot. Why don't the reflexions on different segments align at all, when the surface does seem to align perfectly? That looks like cubemap reflexions, not like RT reflexions at all. Fishy as hell!
     
    xpea likes this.
  4. JoeJ

    Regular Newcomer

    Joined:
    Apr 1, 2018
    Messages:
    990
    Likes Received:
    1,122
    ... nice dose of programmer porn. Although it's nothing new since Turing.

    Did not get all the details about usage of inline tracing here, but i assume the proposed uber shader aproach is just the obvious optimization for reflections on any hardware.
    Remembering high cost of RT in BFV, i assume it is because they have many different material shaders and hit shading ends up with very bad threads utilization because only few rays of a wavefront end up on the same material shader, and we get serialization instead parallelization. I guess they had no time to make an uber shader for all their content, and this was the reason they have less than one ray per pixel.
    That's pure guessing, but even if a GPU has HW support to bin hits per material, uber shader for most stuff should end up faster. Ofc. uber shader causes more complexity and branches than multiple simpler shaders, and constrains content creation.

    But aside of that, i would not wonder if NV and AMD have very different sweetspots in using inline vs. shader based RT.

    Very intersting: SX supports tracing meshlets! :)

    uuh... let's hope AMD RT is not too 'cinematic' then.
     
  5. Frenetic Pony

    Regular Newcomer

    Joined:
    Nov 12, 2011
    Messages:
    556
    Likes Received:
    251
    Bunch of demos like that lately, the footage from Minecraft pathtracing demo is also screwed up because they had an unlocked framerate, so skip skip skip.

    I'm not sure these demos were necessarily meant to be recorded but the virus suddenly made it necessary, so a bunch of people without good demo recording knowledge (v-sync, keep your frame pacing!) suddenly have to record all this. Just a guess for this RT demo though.
     
  6. Bondrewd

    Veteran Newcomer

    Joined:
    Sep 16, 2017
    Messages:
    1,043
    Likes Received:
    441
    Yeah, all this stuff was definitely made for GDC, which went kaput.
    At least they showed thingies.
     
    PSman1700 likes this.
  7. nutball

    Veteran Subscriber

    Joined:
    Jan 10, 2003
    Messages:
    2,272
    Likes Received:
    638
    Location:
    en.gb.uk
    Is that AMD RT video serious? It's not some subtle and knowing nod to the thread-of-gold on this site about chrome-plated T-Rexes?

    Was the art director 12 years old or something?
     
    Picao84, xpea and pharma like this.
  8. JoeJ

    Regular Newcomer

    Joined:
    Apr 1, 2018
    Messages:
    990
    Likes Received:
    1,122
    At least they did not show hot robo girl like Adshir did.
    Which proofs they know at least a bit about what's a total no-go nowadays :(
     
    chris1515 likes this.
  9. Kaotik

    Kaotik Drunk Member
    Legend

    Joined:
    Apr 16, 2003
    Messages:
    9,246
    Likes Received:
    3,191
    Location:
    Finland
    I'm pretty sure they don't have art director and instead just let the coders put their vision on screen, no matter how horrible it is
     
    milk, Picao84 and nutball like this.
  10. Malo

    Malo Yak Mechanicum
    Legend Veteran Subscriber

    Joined:
    Feb 9, 2002
    Messages:
    7,860
    Likes Received:
    4,039
    Location:
    Pennsylvania
    I'm pretty sure there was two directives:
    1. Show off-screen stuff in reflections
    2. Make everything shiny and reflective. That spongebob episode in the future where everything is chrome? That's what we want.
     
    Picao84 and BRiT like this.
  11. CarstenS

    Legend Veteran Subscriber

    Joined:
    May 31, 2002
    Messages:
    5,125
    Likes Received:
    2,595
    Location:
    Germany
    Is it me or just the video encoding quality, but the reflected parts of the scene seem to be lower res as well as having no reflections in reflections.
     
    yuri and pharma like this.
  12. DavidGraham

    Veteran

    Joined:
    Dec 22, 2009
    Messages:
    3,363
    Likes Received:
    3,735
    No it's not you, in the presentation they state they use half res for reflections, as well as single shader pass, (which probably means one reflection pass only).
     
    BRiT and pharma like this.
  13. pharma

    Veteran Regular

    Joined:
    Mar 29, 2004
    Messages:
    3,735
    Likes Received:
    2,596
    Plus or minus a few frames ... Is the demo on a RDNA 2.0 console or gpu?
    https://www.tomshardware.com/news/amd-directx-raytracing-demo-rdna-2-gpu
     
  14. w0lfram

    Newcomer

    Joined:
    Aug 7, 2017
    Messages:
    240
    Likes Received:
    40
    A slide I thought was pertinent:

    [​IMG]


    AMD is rumored to be claiming an "IPC" increase, as well..

    [​IMG]
     
    Lightman, PSman1700 and BRiT like this.
  15. Bondrewd

    Veteran Newcomer

    Joined:
    Sep 16, 2017
    Messages:
    1,043
    Likes Received:
    441
    Yeah RDNA2 is the first time they've been applying their super-sleek CPU design methodologies to GPUs.
     
    w0lfram likes this.
  16. Kaotik

    Kaotik Drunk Member
    Legend

    Joined:
    Apr 16, 2003
    Messages:
    9,246
    Likes Received:
    3,191
    Location:
    Finland
    If my memory serves me correctly, AMD touted Vega 10 CU caches to be hand-optimized by CPU folks already
     
  17. Bondrewd

    Veteran Newcomer

    Joined:
    Sep 16, 2017
    Messages:
    1,043
    Likes Received:
    441
    Only some SRAM macros iirc.
    That's not even remotely relevant to their design methodologies but still.
     
  18. bbot

    Regular

    Joined:
    Apr 20, 2002
    Messages:
    750
    Likes Received:
    13
    The XBox Series X intersection engine (RDNA2) can do 380 billion intersections per second. So how many rays per second can it do?
     
  19. Frenetic Pony

    Regular Newcomer

    Joined:
    Nov 12, 2011
    Messages:
    556
    Likes Received:
    251
    Just another "big number" that GPU vendors throw around. Gigarays a second, verts a second, whatever. Deducing any real world performance from "big number" is always just random feeling, it's not very useful beyond "sounding big!".
     
    techuse likes this.
  20. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    14,340
    Likes Received:
    5,924
    It means something if both gpus are essentially the same. It's like saying a gtx1080 isn't necessarily better than a gtx1070 just because it has bigger numbers. I do think games will scale very well between the two gpus, and with diminishing returns on resolution the differences will be harder to spot than ever.
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...