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We all literally just went over explaining how this isn't the case with a direct example from AMD themselves.You can always check their quarterly results.
Yes that's always the argument of getting a midrange GPU over an actually futureproof higher-end one.
Everyone will be until 24Gbit ICs come out.Nvidia will be releasing mid tier GPUs on Ada with only 8Gb.
Well, not sure Ponte Vecchio has actualloy gotten away. The jury is still out on this one.Well, Ponte Vecchio gets away gluing 63 chips together (of which 47 are functional and 16 to spread thermal load better), so no too many
Cache and PHYs are a really bad use of 5nm chiplets, that's for sure. I can't help thinking the "leakers" have gone soft, realising they know nothing, hence the deafening silence.Unless it was a slip up, Su said in the Ryzen 7000 launch show that RDNA3 uses "5 nanometer chiplets", which contradicts most of the recent rumors (1x5nm GCD + 6x 6nm MCD)
edit: in theory it could just mean there's more than 1 RDNA3 N5 chiplet, just not in same GPU
Those patch notes mentioning 6 compute chiplets and 2 memory ones could prove right.Cache and PHYs are a really bad use of 5nm chiplets, that's for sure. I can't help thinking the "leakers" have gone soft, realising they know nothing, hence the deafening silence.
I can't remember those patch notes, to be honest.Those patch notes mentioning 6 compute chiplets and 2 memory ones could prove right.
32 simd 32 per compute chiplet. 192bit bus per memory. It sounds right.
I dont think it's a slipup. I think she just means they consider the GCD to be a chiplet part as well. Basically, all the dies are 'chiplets'.Unless it was a slip up, Su said in the Ryzen 7000 launch show that RDNA3 uses "5 nanometer chiplets", which contradicts most of the recent rumors (1x5nm GCD + 6x 6nm MCD)
edit: in theory it could just mean there's more than 1 RDNA3 N5 chiplet, just not in same GPU
So I think OREO is required to support distributed vertex shading combined with coarse rasterisation.OREO (Opaque Random Export Order) sounds interesting, essentially replacing the re-order buffer (ROB) with a smaller skid buffer allowing things to be received and executed in any order before being exported to the next stage in-order.
("primitive shaders") which is something that has been confirmed for RDNA 3
I was thinking larger L2 because of the supposed smaller RDNA3 WGP vs RDNA2, L2 is outside WGPs from memory (1MB per SE?) and the smaller/same size L3. Having larger L0/L1 and still reducing WGP size would be impressiveBigger L0 Registers and L1 caches at least
Actually already in VegaHas been around since rdna1.
Actually already in Vega
I think what @Jawed meant in that context is that NGG (primitive shader) becomes the only primitive processing path in RDNA 3. GFX11 driver patches indicate that all the legacy vertex/geometry/etc paths would be removed in RDNA 3, in favour of NGG.Actually already in Vega
He didn't specify against which SKU. Probably meant full Ada102, and that is not so surprising.Design is great but it can't compete?