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Now, here’s some stuff that was posted at Chiphell. We get new GPU-Z screengrabs showing overclocked settings and TDP at 147.3W.
https://www.chiphell.com/thread-1609649-1-1.html
http://videocardz.com/61456/video-presentation-of-radeon-rx-480-running-in-crossfire-leaked
I think they're talking about rejecting triangles before they get rasterised.Given the lack of actual data, I'd like to hijack this comment for a quick education about better discard: what is it and what are the opportunities that are allegedly still open to be exploited?
I'm assuming the better discard is geometry based? What is possible other than backface removal?
Or they talking about better pixel discard? And, if so, is there a lot of thing to be improved there?
I dont agree with your analysisI don't think Polaris is profitable at this point and when you add in development costs, I don't think it ever will be.
The last time we had cards this cards this cheap on a new node with a comparable size was the 3870 and 3850 and these were 220 and 180 dollar cards. These cards were 20 percent smaller and on a vastly cheaper node. Add in inflation in well over 8 years and it doesn't make sense that the rx 480 and the newly demoted rx 470(the cut down of polaris) is 200 and 150 respectively. And it all has to do with costs. Lets look at wafer cost first.
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Of course these are first run wafer costs, but the point still stands. If AMD had any time to raise graphic card prices, it would have been completely justified this time around. But for some reason, its never been cheaper. Add in development costs as seen below and basically Kyle Bennett might be right, in AMD entire graphic product stack might have collapsed, not because they are bad cards those, but because they are unprofitable.
There is no competition right now, more importantly it looks like AMD is going to have at least an order of magnitude more cards at launch, What about the revenue loss NV is taking having so few cards to sell, no more GM204 being manufactured yet still having all that OPEX cost to pay.......So why did AMD price their cards so low then. The answer is competition.
You could say 379 was forced on Nvidia just the same.The 1070 for marketing purpose and it's supposed 379 dollar price is a price killer for AMD. If the 1070 is 35-40% faster than a rx 480, then the 200 and 229 price wasn't a consciously made price point for them. It was forced upon them. This is because Nvidia is simply the stronger brand and has the greater marketshare. This means at similar pricepoints and similar price to performance, nvidia will take marketshare away from AMD. If AMD priced their rx 480 at 300 dollars, it would be a repeat of tonga vs the gtx970/980 as far as marketshare bleed.
And how did you come to that? In January they compared to a GTX950 which sells for sub <$200. Nothing else was hinted at price wise at all in JanuararyI think from the slides shown to us in January, AMD wanted to price this chip in the 350 range because AMD initially indicated this to be the sweet spot range. That's was also the price of pitcairns which was again made on a cheaper node, and was smaller.
you mean GP106?Hopefully for AMD sake, the gm206 arrives late and Nvidia pricing isn't aggressive.
I dont agree with your analysis
you mean GP106?
How do you expect GP106 to reach Polaris 10 level of performance? 256bit bus? 128/192bit bus with GDDR5x ( whats the extra cost, the availability look like?, 4gb or 8gb). When do you think it will show up, if its making it for back to school it kind needs to be ASAP. If we assume GP106 is the same size as P10 with 256bit bus then based off the numbers before it would need to sell for $277 for 58% margin again NV could take a lower margin.
Sure Polaris isn't looking like RV770 but it's nowhere near R600 and nowhere near as bad a situation you make out.
A game is not only based on frame buffers (front+back buffers). A game is based on resources too. Sharing resources requires a balance between decoupling and transferring. If you saturate the bandwidth for the frame buffering, you have no more bandwidth for resource transferring. Whoops, Huston we have a problem here.You say BW is the biggest issue in today's computing. And it's not about AFR, it's about the other stuff.
An SLI bridge off loads sending a complete image from the PCIe bus, freeing up to 2GBps for that other stuff that you care about.
2GBps is more than enough to transfer a 4K image at 72Hz, allowing for 144Hz aggregate, so that's plenty for most high end solutions today. It's also plenty to transmit one eye of 2kx2k VR images at 90Hz.
So exactly what are you griping about? The fact that it costs a bit more? Is that it?
I am in two minds about the 1060 and the performance of its192-bit bus.I don't think GP106 will be bandwidth starved, the gp104 1070 has the same bandwidth as rx480 but it goes a lot faster, nV's cards might not need the bandwidth.
Yeah the rest of what you stated is spot on. We can't make assumptions on AMD's rx 480 margins as being low or high, all we can say is they aren't selling at a loss.
Yeah, I totally don't get it.A game is not only based on frame buffers (front+back buffers). A game is based on resources too. Sharing resources requires a balance between decoupling and transferring. If you saturate the bandwidth for the frame buffering, you have no more bandwidth for resource transferring. Whoops, Huston we have a problem here.
Except that there's no Solution A on markets.Yeah, I totally don't get it.
Solution A: use PCIe to transfer some stuff + use a dedicated interface for some other stuff, when possible.
Solution B: use PCIe for everything.
Question: which system has the largest aggregate BW?
Ok. I assume that this would be a relatifely minor performance optimization?I think they're talking about rejecting triangles before they get rasterised.
My theory is that pixel shading/ROP is bottlenecked by useless triangles living for too long and clogging up buffers, when they shouldn't even be in those buffers. The ROPs can't run at full speed (e.g. in shadow buffer fill) if triangles are churning uselessly too far through the pipeline before being discarded.
That's what prompted my question in the first place: it seemed to me that geometry discard is a problem without a lot of solutions.The triangle discard rates for backface culling and tessellated triangle culling are, in absolute terms, still very poor
Except that there's no Solution A on markets.
NV's solution is "use dedicated interface for everything" (old implicit, possible with game dev implicit) or "use PCIe for everything" (dev explicit, dev implicit)
Solution A, but NVIDIA does not use PCI-E for resource transferring between GPUs. Let's call it "solution C"Yeah, I totally don't get it.
Solution A: use PCIe to transfer some stuff + use a dedicated interface for some other stuff, when possible.
Solution B: use PCIe for everything.
Question: which system has the largest aggregate BW?
Not between PCI-E. There is no GPU1-PCI_E-GPU2 on NV SLI/linked adaptors mode.So when there's Textures to be loaded, NV doesn't send them over PCIe?![]()
Now we're getting somewhere.Solution A, but NVIDIA does not use PCI-E for resource transferring between GPUs. Let's call it "solution C"
I'm thinking it's more about "NVIDIA hasn't figured out a way to use both at once, and think SLI bridges are better for gaming"Now we're getting somewhere.
Do you actually believe this?
Are you saying that, in CUDA, I can use copy engines to transfer data over PCIe, or use pinned memory to do GPU originated DMA acceseses over PCIe, but somehow Nvidia hasn't figured out to do that for graphics?
That's an extraordinary strong claim and you're going to need to back that up one way or the other.
You need to look at it from a lower level.NVIDIA GPUDirect is about network transferring, not about GPU-to-GPU in the same system trasnferring.
https://developer.nvidia.com/gpudirect
That's why they still use SLI bridges (AMD used CFX bridges until GCN Gen 2 where it switches to direct DMA access via PCI-E).