AMD Vega 10, Vega 11, Vega 12 and Vega 20 Rumors and Discussion

Discussion in 'Architecture and Products' started by Deleted member 13524, Sep 20, 2016.

  1. 3dilettante

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    Has there been further news indicating if this is based solely on GCN revision or if it also takes into account consumer/pro/instinct product line?
     
  2. CarstenS

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    Not that I know of, apart from that it's apparently every capable GCN generation except for Vega. I have no access to a professional grade non-Vega card atm, that at the same time also provides FP16 precision, be it register packing only.
     
  3. Anarchist4000

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    Full blown multi-engine, asynchronous execution, and bindless resources no. The current selection I wouldn't call comparable as they follow the traditional models. The GPU driven approaches I'd imagine are problematic for Nvidia and part of the reason for Volta's changes.

    Really depends how it's used. Originally my thinking was Infinity between CUs. In which case it could allow the chip to be reconfigured to create pipelines as have been discussed. Currently it just seems it would be the SoC remapping with disabled cores or MCM designs. Epyc more likely. In Vega you'd be stuck disconnecting a memory controller or video block to salvage a chip. CU to CU links might still work, but the documentation suggested Vega had the usual internal crossbar for communication.
     
  4. Anarchist4000

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    Speculating here, but it may be part of a greater compiler rewrite. If you look at the LLVM documentation, it wouldn't be unreasonable to unify the drivers around it. That's the basis of Linux drivers which are supposedly shared with Windows. The memory model changed, even for old cards, so AMD may still be messing with it. May not be unrelated to Vega issues, just Vega was prioritized. It's also possible once SM6 hits all these features come back.
     
  5. CarstenS

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    Then why would AMD not announce this instead of seemingly randomly disable features at a whim? Makes absolutely no sense to me.
     
  6. 3dilettante

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    Which changes would those be?

    It seems rather specific to a reprogrammable device, where the improvement is the integration of an external memory device via TSV and no longer requiring exclusive chip-wide configuration and execution modes. Encountering an instruction the FPGA has a configuration for would initiate a localized reprogramming, if necessary.
    The static configuration of disabled cores, which is generally fuse-blown permanently, doesn't involve much in the way needing to interpret an instruction stream.
     
  7. Ethatron

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    Maybe there is a bug and MicroSoft intervened.
    Edit: I assume MS runs unit-tests to prove a indicated feature is good. Even for non-WHQL.
    Edit2: The drivers ought to be unified, so it's not isolated to a specific chip-line.
     
  8. Anarchist4000

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    Doesn't make sense to me either, but are any games using it currently? I'd still guess it's a temporary thing, and communication hasn't been the greatest of late in regards to drivers. Does explain why they listed a marketing coordinator position for drivers.

    Configuring the pipeline within the GPU and however they managed to implement a full heap.

    No, but Infinity does possess the ability to route the network around congestion. Reading the patent more carefully it does seem a bit more than that with DRAM, SRAM, FPGA, processor, and interposer all stacked within a chip. What processor and logic dies are doing is unknown. Not to mention a cache die for configuration storage. That's a lot of configuring. TSVs surely won't provide enough IO for cache to communicate through either. Maybe FPGA is indicative of replacing SIMDs with systolic arrays? Would explain why all the cache is for configuration and not data.

    EDIT. Maybe it's a free standing tensor core? Giant networked array, little need for data cache, and known configurations for dimensions. In a MCM it would make more sense.
     
    #3948 Anarchist4000, Aug 30, 2017
    Last edited: Aug 30, 2017
  9. 3dilettante

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    It doesn't interpret program instruction streams, and as a data fabric likely shouldn't.

    I think it's really focused on a run-time configurable FPGA in a die stack. What the DRAM or processor are doing is not particularly important. The various dies are not implementing formerly intra-die or intra-unit functionality, just a processor doing what it always does, DRAM doing what it does, and an FPGA doing FPGA things.
     
  10. CarstenS

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    Maybe, but unified or not, it's still supported for Vega, even though you could argue that that's the only GPU with real (so to say) FP16 support in AMDs line up.
     
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  11. Anarchist4000

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    As I put in my edit, swizzle for tensor cores in a FPGA? Implementing the broadcast networks would make sense. From the context it's some sort of bus routing, but I'd agree Infinity seems too far removed the more I look at it.

    In the latest LLVM code they somehow ended up with "legacy" FP16 instructions for pre-Vega that I think shared opcodes. Can't recall what the deal was or what was different, but likely the culprit. Only a phone on me, so difficult to search atm.
     
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  12. 3dilettante

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    I think in this instance, the latest FP16 functionality slightly modified even the non-packed FP16 semantics.
    AMD decided to give the names of the old FP16 instructions to the subset of the new ones they closely resembled.

    The pre-existing binary encodings and semantics were re-labeled as legacy, which meant dredging up all affected code references and correcting them. The change notes were somewhat undiplomatic in describing this.
     
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  13. Ethatron

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    Vega probably uses an forked driver branch until it's stable. If the branch was merged into main-line it might have broken all other platforms. Just a possibility. (But I think I withdraw the suggestion based on the thought below)

    Fiji seems not to have full FP16 support, I haven't seen the driver generate FP16 arithmetic ops, just logical ops. I haven't looked at Polaris assembly. I don't even know if I can now that the flag has been dropped.

    What's kind of weird is that the flag might have been allowed in the past as "the driver can eat min16float, so all is fine", and now MicroSoft says "no FP16 arithmetic? no IEEE FP16 standard behaviour? drop the flag please". Could be because results between Vega and the other chips would differ (although in predictable ways). If that's the case I'd assume min16uint could still possible, as the arithmetic can hardly be unprecise, 24 bit int is hardware supported since ages.

    Now, I wouldn't excluse the possibility the driver-team actually makes the FP16/32 mixed stuff IEEE compliant, who knows? Packing is still supported, it's an independent intrinsic f16tof32/f32tof16, and it should be safe to assume that the GCN instruction doing that is IEEE conformant.

    It might be possible to see if GLSL with lowp/mediump is still producing fp16 code using RGA/CodeXL. Oh BTW, renderdoc has RGA integrated now. Maybe it makes it a lot easier to test this now, no more mad batch files.
     
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  14. Raja confirms there are disabled features in Vega, and those are the most responsible for the difference in perf/mm2 compared to the competition:

     
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  15. RecessionCone

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    I'm puzzled as to why these features still need enablement when Vega was publicly demonstrated in 2016.
     
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  16. DavidGraham

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    #3956 DavidGraham, Aug 31, 2017
    Last edited: Aug 31, 2017
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  17. Grall

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    Yet there are no DX12 games that don't run on NV cards, and there won't be - ever - or in other words, at least until pascal-generation hardware is entirely obsolete. You don't lock the market leader's cards out of your software. It's ludicrous to think that would ever happen.

    Also, compared to pascal, vega statistically doesn't even exist as a GPU yet, and prior AMD hardware is not only also poorly represented in the market, they also lack DX12 features just as pascal does. So it's a little odd to name vega the only 'true' DX12 GPU... :p
     
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  18. DavidGraham

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    If any game decided to utilize some IQ enhancing features of DX12, the entire AMD GPU lineup (except Vega) will be left unable to even render such effects, as they lack Raster Order and Conservative Rasterization that are required to render such effects. Unlike Maxwell and Pascal which do support them.
     
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  19. DavidC

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    Intel's Gen 9 architecture supports 2x FP16. And they have majority of the market. Doesn't that indicate there's a significant base for supporting half float in games?
     
  20. Anarchist4000

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    Take a closer look at what the features do though. Separate the graphics features from the resource management and scheduling ones. The latter are needed for the foundation of a new engine. Packed math, conservative raster, etc can be worked around as they have for a while. Features that involve "full heap" are a good indicator here and have been supported on AMD for a while. Nvidia only recently enabled some so there is a wider market, but I'd seriously question how well they perform.

    True, but even with that support, many of those systems aren't up to the task of playing much beyond platformers and some esports if that. The hope would be Ryzen Mobile raising the bar a bit, being more affordable, and pushing Intel to do the same. Get more of those integrated systems closer to midrange, likely through more affordable EDRAM or a single HBM2 stack to get the necessary bandwidth.
     
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