AMD Radeon RDNA2 Navi (RX 6500, 6600, 6700, 6800, 6900 XT)

Discussion in 'Architecture and Products' started by BRiT, Oct 28, 2020.

  1. tunafish

    tunafish Regular

    There is probably no need whatsoever to disable any of the cache for yields (as it comes with built-in extra redundancy).

    I agree, given the drop in compute, it would make sense to me for 6800 to drop two chips. They could drop the price a little, and it would make their lineup better. Even if they are using the exact same PCB, there's no reason why they wouldn't be able to just not fill two spots.

    Putting 16GB into every model is a deliberate statement.
     
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  2. Leoneazzurro5

    Leoneazzurro5 Regular

    There should be indeed in the future a 192 bit bus part, as there were a lot of rumors about a "Navi21 XE" part. But I think that by using the higher rated PCB of its "greater sisters" the card has been easier to validate and launch. Moreover, I suspect that the 6800 will be heavily overclockable (more in percentage respect to the other Navi21 SKUs) if not locked y hard power limits - and thus it may have a greater value for some than what was presented today.
     
  3. pjbliverpool

    pjbliverpool B3D Scallywag Legend

    I don't know what you think we're talking about but realtime GPU based IO decompression is absolutely a new thing in RTX-IO. I was hoping it wouldn't be an Nvidia exclusive feature but based on the information released by AMD so far, it looks like it might be. i.e., Directstorage support or not, AMD based systems may still have to decompression the IO stream on the CPU before it can be used. I hope I'm wrong.
     
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  4. Leoneazzurro5

    Leoneazzurro5 Regular

    So better than Turing an less than Ampere - as suspected.
     
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  5. I got 242 FPS with a RTX 2060 @2085/8000MHz
    [​IMG]

    Download
     
    Last edited: Oct 28, 2020
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  6. chris1515

    chris1515 Legend



    This is interesting if it is available on mext generation consoles, maybe many games will adopt it.
     
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  7. SimBy

    SimBy Regular

    Yeah it's in line with Port Royal leak by Igor.
     
  8. Rootax

    Rootax Veteran

    No ? You can benefit from large amount of vram with lower raw power. Some games use lot of vram even if not at 4k...
     
  9. ionutkkk

    ionutkkk Newcomer

    Here is my undervolted 3080
     

    Attached Files:

  10. Kaotik

    Kaotik Drunk Member Legend

    RTX IO is nothing but NVIDIAs fancy name for their DirectStorage support and unless I've completely misunderstood something major, only new thing is the DirectStorage API from Microsoft. Even if RDNA1 missed the support AMD could map and access pretty much any media through HBCC and NVIDIA had their GPUDirect before Ampere too. Realtime decompression isn't anything new for GPUs, the fact that the data might originate from SSD instead of going through VRAM shouldn't affect the decompression part at all.
    Shaders, tensors, whatever units in the GPU do it is irrelevant unless they add dedicated hardware for it.
     
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  11. eastmen

    eastmen Legend Subscriber

    Next year can be a very good year for mobile gaming. put 128 or even 256megs of infinty cache on an apu for mobile and it could compete with a discrete card


    Also makes you wonder about an xbox series s portable ...
     
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  12. pjbliverpool

    pjbliverpool B3D Scallywag Legend

    Something isn't right there. Why would the 2080Ti be only half as fast as the 3080? It's RT performance is usually more or less in line with its rasterization performance vs the 3080, even in the fully path traced demos as far as I've seen.
     
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  13. Wasmachineman_NL

    Wasmachineman_NL Newcomer

    Plot twist: it's a cheatcode in Radeon Software that unlocks a easter egg.
     
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  14. xEx

    xEx Veteran

    :wink:.

    The question was about segmenting and bandwidth. Having the same bandwidth in a card with 80 CUs and 60 CUs it's weird. Also having the same amount of ram in a card of 1000 and 580 is also very weird...
     
  15. Digidi

    Digidi Regular

    I'm confused about the frontend.

    Ifi follow Redeit Post i think we have 8 Rasterizer, because of 10 Cu/s per Shaderunit, what implys that there should be 8 Shaderunits. Each Shaderunit have normaly it's own rasterizer. Also the half of the RBs per Shaderengine is an indicator. But when i look at the picture i see only 4 Rasterizer (red)


    [​IMG]

    [​IMG]

    Reddit MACOs Leak:
     
    Last edited: Oct 28, 2020
  16. Regarding "Smart Memory Access", most AMD GPUs up to now have shipped with a default 256MB "aperture" VRAM BAR meaning the CPU can only directly access 256MB of VRAM. And that gets exposed in Vulkan/DX12 as a separate memory heap marked as "Device Local + Host Visible", even though technically it's a subset of the main device local VRAM heap.

    But AMD dGPUs going back all the way to the OG GCN (GFX6: Tahiti, Verde, etc.) actually support PCIE BAR resizing up to the full size of VRAM (assuming it's a power-of-two size). There was a Linux kernel patch to support it a few years ago, if you search for "amdgpu_device_resize_fb_bar". Perhaps AMD have finally got this working on Windows now, but for some reason only on Zen3 and/or PCIE Gen4 boards?

    Some game engines may already be able to take advantage of CPU access to all of VRAM. But other games might need a minor tweak to explicitly take advantage of it.
     
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  17. Wasmachineman_NL

    Wasmachineman_NL Newcomer

    What are the odds of RDNA2 mobile GPUs coming out next year?
     
  18. pjbliverpool

    pjbliverpool B3D Scallywag Legend

    No, based on what has been revealed so far. Direct Storage is just an API to make the data transfers from the SSD to the final destination more efficient. As far as we know it has nothing to do with the decompression aspect which still has to be performed on the CPU unless you're using RTX-IO which uses a separate API to Direct Storage.

    Again, this is based on all the currently available information. It may be that AMD simply aren't revealing their full hand yet.
     
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  19. 3dilettante

    3dilettante Legend Alpha

    I think I'm not seeing blocks labelled for the L1. Possibly one of the blocks under the rasterizer+prim unit header might be an L1.
     
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  20. ECH

    ECH Regular

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