infinity cache not so infinite ?
Indeed but doesn't each primitive unit accept 2 un-culled primitives and output 1 culled primitive per clock? So in RDNA we have:
- 2 Shader Engines
- 2 Shader Arrays per Shader Engine
- 1 Primitive Unit per Shader Array
- Hence 4 primitives output per clock
According to Hotchips the XSX is setup the same albeit with 14 CU's per Shader Array rather than 10 in RDNA.
I thought it was pretty much confirmed that there were 4 Shader Engines in Navi21 which means based on the above if should have 8 primitive units.
Also bare in mind we know Navi21 has 128 ROPS which would also suggest 4 Shader Engines and 8 Shader Arrays (16 ROPS per SA) given that's how the Series X is configured this way with 2 Shader Engines and 64 ROPs.
So the only explanation I can think of for Navi21 only outputting 4 primitives per clock is if the overall architecture is drastically changed, i.e. still 4 Shader Arrays with doubled up resources in each, or the Primitive Units in Navi21 only output 1 Primitive every other clock vs one every clock in Navi10. Which sounds strange - especially as the Series X still outputs 1 per clock.
Hopefully we'll find out in about 4 hours!
Economics cant be bad in the world..... people buying pc parts like if its toilet paper.
Our review will of course have tested ray tracing.Lol, these reviews are fucked. Has anyone actually benchmarked ray tracing extensively? Hardware Unboxed tested a total of two games ... lol. Gamers Nexus test a few, *corrected they do show no dlss for nvidia *
Lol, these reviews are fucked. Has anyone actually benchmarked ray tracing extensively? Hardware Unboxed tested a total of two games ... lol. Gamers Nexus test a few, *corrected they do show no dlss for nvidia *
Lol, these reviews are fucked. Has anyone actually benchmarked ray tracing extensively? Hardware Unboxed tested a total of two games ... lol. Gamers Nexus test a few, *corrected they do show no dlss for nvidia *
https://www.computerbase.de/2020-11...iagramm-call-of-duty-modern-warfare-2560-1440In the individual games, it turns out that AMD's ray tracing implementation performs completely differently depending on the title. So there are games where AMD's solution has quite a problem. Control is such a case where the Radeon RX 6800 XT is even 16 percent behind a GeForce RTX 3070 and loses 59 percent of performance by raytracing. It is quite possible that the different approach to ray tracing implementation makes a difference here.
...
Because there are also games that are quite good for the AMD accelerators. In Call of Duty: Modern Warfare, for example, the Radeon RX 6800 XT "only" slows down by 32 percent, not so far from the minus 29 percent of geForce RTX 3080. This puts the AMD card in the game only 10 percent behind its opponent and 13 percent faster than the GeForce RTX 3070, which in turn is 3 percent slower than the Radeon RX 6800.