Yea, it's the least broken bit of it all.So the ray tracing performance gain over 6900XT is higher than the rasterisation gain?
Wrong, the thing grinds to a halt in pixel pushing synthetics a-la TSE which does not happen when it throws rays around.Raytracing means more workload, which helps the compiler to find more usable instructions for the ILP.
The comments section of that article is amazing.https://wccftech.com/amd-radeon-rx-...3-7-ghz-front-end-clock-3-5-ghz-shader-clock/
Twitter fellow, 0x22h, has been testing around with an AMD Radeon RX 7900 XT graphics card and it looks like he has managed to obtain the fastest overclocking speeds with the Navi 31 chip. The RX 7900 XT was overclocked to a maximum 3.5 GHz shader clock and a 3.7 GHz Front End Clock. That's a 1.2 GHz increase in the Front End and Shader Clocks which is very impressive. The card peaked at a maximum board power of 400W, 45W higher than its 355W TGP and the temperatures stabilized around 62C and 85C for the Hot Spot temps. With this impressive overclock, the GPU delivered FP 32 compute performance rated at up to 75 TFLOPs, a 44% increase over the stock clocked graphics card.
no it won't ever run those clks in video games."Fixed" HW already in channels?
If we ever get a truly fixed N31, it will be a separate SKU and it will be a while."Fixed" HW already in channels?
LN2."Fixed" HW already in channels?
Yea and it's not *that* far off.it will be a separate SKU and it will be a while.
Nope, it's on air.LN2.
I was expecting worse with RT tbh. They have now around 3090 performances (I just watched Gamer Nexus review), which is still a monster. So, while they're behind 4080, it seems at least that RT is exploitable, which was not always the case with rdna2.
Well done.
Not until N32/N33 are out.Does anyone care?
French site comptoir-hardware uses a OpenGL test to measure pixel shader performance: https://www.comptoir-hardware.com/a...-radeon-rx-7900-xt-a-rx-7900-xtx.html?start=5Theory: dual-issue to both parts of a VALU lane uses huge amounts of power.
Games that are heavy on pixel shading, which uses the dual-issue capability due to wave64 mode, scale worse on RNDA 3 than games that are compute heavy, where shaders are mostly running as wave32. With wave32 there would generally be less use of the co-issue capability (simply because it's hard to co-issue from a single thread), so there's less overall power usage.
My understanding is that ray tracing is generally executed in wave32 mode.
Pretty weak theory. Sounds plausible. Could be tested, I suppose. Does anyone care?