AMD: Sea Islands R1100 (8*** series) Speculation/ Rumour Thread

Discussion in 'Architecture and Products' started by Shtal, Dec 31, 2011.

Tags:
  1. Dave Baumann

    Dave Baumann Gamerscore Wh...
    Moderator Legend

    Joined:
    Jan 29, 2002
    Messages:
    14,090
    Likes Received:
    694
    Location:
    O Canada!
    Put it like this, Kabini is classed as an "APU", when it is an SOC.
     
  2. Alexko

    Veteran Subscriber

    Joined:
    Aug 31, 2009
    Messages:
    4,541
    Likes Received:
    964
    I see, thanks. Was that a factor in choosing Jaguar instead of, say, Piledriver/Steamroller? Because Jaguar is already designed to be manufactured with a bunch of I/O blocks on the same die with the same process, while PD/SR aren't?
     
  3. pjbliverpool

    pjbliverpool B3D Scallywag
    Legend

    Joined:
    May 8, 2005
    Messages:
    9,237
    Likes Received:
    4,260
    Location:
    Guess...
    I asked this in the PS4 launch thread but it's probably more appropriate for here.

    Are you at liberty to tell us which IP's Tehmash, Kabini and Kaveri are running on Dave? They are all described as GCN CU's in the slides but I'm guessing that can mean either Southern or Sea Islands?

    I'm going to go with Sea Islands for Kaveri given it's HSA focus which from my laymans pov seems to be were the changes in Sea Islands are focussed.

    I know you won't be able to comment on this but that's what I'm guessing the "next generation" architecture described in the PS4 releases is referring to as opposed to any as yet unannounced IP which may power the new high power offerings at the end of 2013.
     
  4. Psycho

    Regular

    Joined:
    Jun 7, 2008
    Messages:
    746
    Likes Received:
    41
    Location:
    Copenhagen
    And what's the name of this piece of silicon, apart from "the PS4 APU"?
     
  5. pjbliverpool

    pjbliverpool B3D Scallywag
    Legend

    Joined:
    May 8, 2005
    Messages:
    9,237
    Likes Received:
    4,260
    Location:
    Guess...
    I've not been following this too closely but I *think* it's 'Liverpool'. - which for the record, I love, for obvious reasons!
     
  6. Kaotik

    Kaotik Drunk Member
    Legend

    Joined:
    Apr 16, 2003
    Messages:
    10,245
    Likes Received:
    4,465
    Location:
    Finland
    Based on quick googling, the stories talking about "Liverpool APU" are not even remotely close to what we know is in there
     
  7. yuri

    Regular

    Joined:
    Jun 2, 2010
    Messages:
    283
    Likes Received:
    296
    There have been plenty of names floating around. Pick your fav: Thebe-J, Thebes, Kryptos-O, Kryptos, WANI, Basilisk, Cipher and Carrizo. At least one of them should match the PS4 APU codename. So far it seems that most sources have bet on Thebes.
     
  8. caveman-jim

    Regular

    Joined:
    Sep 19, 2005
    Messages:
    305
    Likes Received:
    0
    Location:
    Austin, TX
    I'm hearing that PS4 GCN has 8 ACE's, each capable of running 8 CL's each. I believe Tahiti is 2 per ACE, 2 ACE's.
     
  9. pjbliverpool

    pjbliverpool B3D Scallywag
    Legend

    Joined:
    May 8, 2005
    Messages:
    9,237
    Likes Received:
    4,260
    Location:
    Guess...
    boooo
     
  10. pjbliverpool

    pjbliverpool B3D Scallywag
    Legend

    Joined:
    May 8, 2005
    Messages:
    9,237
    Likes Received:
    4,260
    Location:
    Guess...
    A 16x increase? Impressive! Do you think this is standard for Sea Islands or specific to the console implementation?
     
  11. Alexko

    Veteran Subscriber

    Joined:
    Aug 31, 2009
    Messages:
    4,541
    Likes Received:
    964
    The PS4 is supposed to rely on existing IP only (hence the semi-custom description) so this should be standard to the upcoming graphics IP level, or GCN 1.1 as I like to call it. Remember that Sea Islands is not a technical name, it comprises Oland which has the same IP as Cape Verde and Pitcairn. Sea Islands is like Core i5: doesn't mean anything.
     
  12. pjbliverpool

    pjbliverpool B3D Scallywag
    Legend

    Joined:
    May 8, 2005
    Messages:
    9,237
    Likes Received:
    4,260
    Location:
    Guess...
    Yeah I should have used the GCN 1.1 moniker. But for that matter, who's to say Orbis isn't based on GCN 2.0 which I assume we are taking to describe the (possible) new IP launching at the end of 2013 in new high end GPU's?
     
  13. Alexko

    Veteran Subscriber

    Joined:
    Aug 31, 2009
    Messages:
    4,541
    Likes Received:
    964
    I think the scheduling would have made that tough, but I suppose it's possible.
     
    #1193 Alexko, Feb 24, 2013
    Last edited by a moderator: Feb 24, 2013
  14. Ernestds

    Newcomer

    Joined:
    Dec 10, 2011
    Messages:
    19
    Likes Received:
    0
    How will this translate into performance?
     
  15. pjbliverpool

    pjbliverpool B3D Scallywag
    Legend

    Joined:
    May 8, 2005
    Messages:
    9,237
    Likes Received:
    4,260
    Location:
    Guess...
    I would assume higher efficiency when swapping between graphics and compute work leading to greater performance in both when both are being run simultaneously. Given the HSA nature of PS4 that makes perfect sense since those are the types of workloads it's likely to be working on.

    It's not such a big deal for discrete PC GPU's that wouldn't be dealing with as much compute work anyway due the latency issue.

    I certainly wouldn't be surprised to see similar enhancements in AMD's future APU's (Kaveri and so on). Also I'm guessing that if you were to use an APU as a dedicated GPGPU processor and a discrete GPU for graphics this would also negate the need for the additional ACE's.

    Perhaps Dave could comment further on that (using ther APU as a dedicated GPGPU processor for future games in combination with a discrete GPU) since that scenario has already been publicly suggested by AMD....
     
  16. 3dcgi

    Veteran Subscriber

    Joined:
    Feb 7, 2002
    Messages:
    2,493
    Likes Received:
    474
    Semi-custom means a custom design that leverages existing IP. It doesn't mean there's no custom silicon in addition to existing IP.
     
  17. Alexko

    Veteran Subscriber

    Joined:
    Aug 31, 2009
    Messages:
    4,541
    Likes Received:
    964
    Yes, but I think it means existing IP for the basic blocks (GPU, CPU cores) and custom silicon for the rest (memory controller, interconnect, etc.).

    But of course, that's just a guess on my part.
     
  18. caveman-jim

    Regular

    Joined:
    Sep 19, 2005
    Messages:
    305
    Likes Received:
    0
    Location:
    Austin, TX
    I think it's custom to the PS4, although AMD have a habit of making all their custom work available to all customers (see all the non-x86/AMD64 OPs added to Phenom, Bulldozer etc.).

    I don't think this is as much a performance feature as a programmability feature, to allow the ALMOST 2TFLOPS!!!11!!!!1 of GPU compute to be used for combined workloads. With Jaguar cores they're not going for 4GHz clocks and outright CPU performance underneath the AI, physics etc so they've obviously aiming for blended compute; rigid physics on the CPU and particle/soft body on the GPU, AI (remember Froblins?) on the GPU, shadows, AO, GI etc. on the GPU. Having multiple threads both sides of the fence lets more asynchronous processing go on, at least to my basic understanding (Im only a caveman).
     
  19. 3dilettante

    Legend Alpha

    Joined:
    Sep 15, 2003
    Messages:
    8,579
    Likes Received:
    4,799
    Location:
    Well within 3d
    Did you hear this before or after the Sea Islands ISA document stating there were 8 compute pipelines with 8 user-level queues was released?
     
  20. caveman-jim

    Regular

    Joined:
    Sep 19, 2005
    Messages:
    305
    Likes Received:
    0
    Location:
    Austin, TX
    Before, but not by much. Double confirmation is hard to find for me with my limited contacts.
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...