This doesn't really belong in this thread, but they've been "good enough" since early this year and actually exactly in the same ballpark as Intel and NVIDIA with their h.264 encoder quality for a while already. H.265 was always fine. No-one just uses the new SDKs for whatever reason, this seems to change now thanks to OBS cooperation. Hopefully it means older gens get to use the improvements they actually already have too.
Async clocks for frontend and shaders.
1.5x RT per CU. Is he talking about the 48WGP as 48CUs?
So ~1.8x RT increase?
I am confused by that account. If anything, RDNA is designed to extract more ILP over GCN by (finally) exposing the 5-stage EX pipeline to the instruction stream with full-rate issuing, rather than quarter-rate issuing + quarter-rate execution looping over the same wavefront for 4 cycles (to hide the 4-stage EX pipeline).Moving back to being reliant on ILP after 2 generations... seems odd. Some of the other CU changes seem slightly odd but that is far outside my expertise.
One of the core principles of the RDNA architecture is reducing latency to exploit instruction-level parallelism for each wavefront. Accordingly, each RDNA SIMD can decode and issue instructions every cycle – boosting throughput and reducing latency by 4X.
No. They moved to software scoreboarding, and introduced a very limited form of VLIW2, supporting only a subset of opcodes. The ISA holistically remains your standard SIMT "single lane view" form.When they say "dual issue", do they mean extracting ILP like back in the VLIW days?
I'm out of my depth here and was just going off Ryan's take, specifically-I am confused by that account. If anything, RDNA is designed to extract more ILP over GCN by (finally) exposing the 5-stage EX pipeline to the instruction stream with full-rate issuing, rather than quarter-rate issuing + quarter-rate execution looping over the same wavefront for 4 cycles (to hide the 4-stage EX pipeline).
Even AMD themselves said so in their RDNA whitepaper.
AvatarWhich games?
And all UE5 games with Lumen
I'd wager it will be a miniscule number of games that require RT GPUs to run.It's funny to hear that, we already have DLSS2/3 and FSR2, 3 in development, upcoming games that will not give the setting to disable ray tracing, and games that are already on the market and have much worse graphics without raytracing
Credit to some of the leakers for taking it on the chin at least:
The clock speeds are not the only detriment, but they're a big one. If you kept the same price point but tacked on ~500mhz, RT would still be lackluster, but that would also mean an easy win on raster vs the 4090 and at least Ampere-level RT. That would change the value proposition substantially.
Lumen can produce absolutely wonderful lighting. However, it's just cheap console raytracing. It can look gorgeous, but if you want to know how reality looks, you gotta go RT.Avatar
And all UE5 games with LumenAvatar: Erster Blockbuster, der Raytracing zur Pflicht macht - auch ohne RT-Grafikkarte
Ubisoft setzt bei Avatar voll auf Raytracing: Für die Beleuchtung wird es keine andere Render-Methode geben. Eine Raytracing-GPU braucht ihr dennoch nicht.www.gamestar.de
I thought those decoupled clock rates were interesting because they mentioned that games have been getting more front-end bound. I'm sure that some people have noticed that GPU scaling has become very non-linear in recent years and they're not always CPU bound even at ultra low resolutions like 640x360. The new Plague Tale comes to mind and it goes a long way explaining how well the Series S performs compared to the bigger consoles.I find the move to decoupled clocks really interesting especially based on the history. Nvidia went with a 2-2.5x shader clock back in the day.
AMD went the opposite route and an 8% reduction in shader clocks saved 25% power?
Crazy way to rebalance the design but makes a lot of sense with all the investment made with the fine-grained power management and controllers we have now.
Wonder how much the decoupled clocks change had to do with their CU changes.
Also, Ryan brought up an interesting point... the whole reason of RDNA was to fix some of the inherit downfalls with GCN.
Moving back to being reliant on ILP after 2 generations... seems odd. Some of the other CU changes seem slightly odd but that is far outside my expertise.
https://www.anandtech.com/show/1763...first-rdna-3-parts-to-hit-shelves-in-december
Pretty obvious that a 6SE part would be 192ROPs, given 4SE N21 was 128.However, AMD included it right on both product pages on their website, which went live during the 1pm livestream:
192 ROPs for both 7900XT and XTX: https://www.amd.com/en/products/graphics/amd-radeon-rx-7900xtx
Async clocks for frontend and shaders.
1.5x RT per CU. Is he talking about the 48WGP as 48CUs?
So ~1.8x RT increase?