Love is primitive, so makes sense
Maybe one of the bleeding-edge gaming luggables. ASUS, Razer or such.I've never seen non-JEDEC memory in the laptops.
Unfortunately, that single-channel Lenovo is the only thin-and-light model of the trio.Also two out of three launch laptops have dual channel memory. That's what I call progress
It probably will if the cooling is built for 25W and the TDP is set accordingly. To be honest, if the Surface Pro 4 can implement TDP-up to 25W on their U processors, I fail to see how any laptop at 13.3" and up is incapable of doing the same.2700U looks very nice. GPU peak = 1664 TFLOP on a 15W package. Obviously it can't sustain 1.3 GHz clock rate in normal circumstances.
Oh yes, whether good or bad, the shitstorms all over the internet will be worth it.My love is dependent on how big a gain primitive shaders provide once they're enabled.
Eh, remind me again, what does "mXFR" stand for...? (Old, senile; pick any 2 as the explanation...)AMD claims 23% higher performance with mXFR implementations
mobile eXtended Frequency Range.Eh, remind me again, what does "mXFR" stand for...?
Sorry to be a bit provocative but:My love is dependent on how big a gain primitive shaders provide once they're enabled.
IIRC according to Rys its going to be automatically enabled by drivers. i.e. Your PSO's will automatically use primitive shaders instead of the standard pipeline if they can be used. (same for dx11 as well, I think)Are you expecting games to start rendering a bazillion offscreen/backfacing/sub pixel sized triangles?
I agree this is potentially a very nice feature. But we know way to little about it. And if it's not going to be accessible through APIs (D3D12/Vulkan) it's going to be limited to above mentioned culling
Would it not also be able to discard opaque overdraw surfaces?Hence my question above: are you expecting games to start rendering bazillion offscreen/backfacing/sub pixel sized triangles?
When you say render you mean rasterize, right? I didn't think it would increase that number but I did think it would increase the number of primitives per clock that can be buffered for use. This I think has value from a performance perspective.The 17 primitives per clock came with a caveat: it should be able to reject that many. AMD was never promising it can render 17 primitives per clock. That's still 4.
No just hoping AMD's geometry performance improves somewhat.Hence my question above: are you expecting games to start rendering bazillion offscreen/backfacing/sub pixel sized triangles?
It isn't just Crysis 2 though is it? IIRC games have held back on tessellation due to AMD's performance with regards to it.Abuse of tesselation Crysis 2 style could certainly produce a bunch of primitives to cull this way.
I agree there are interesting things to try with explicit primitive shaders but if primitive shaders were designed with AMD's weaker geometry performance in mind I'm sure AMD also had the automatic use of them on their mind from the start.I know what Rys said and I agree that's probably all we're going to see, but to me the real interesting use cases would be to get direct access to this.
No primitive shaders are before rasterization.Would it not also be able to discard opaque overdraw surfaces?
Perhaps it has to do with AMD not implementing LPDDR in Ryzen Mobile.
If AMD fails to get 2-in-1 designs because they only support regular DDR4, it'll be a huge misstep..
Still, XBone (theoretical) performance at 15W makes one wonder what will be achievable at 7nm. Portable PS4Bone here we go!
Unfortunately, that single-channel Lenovo is the only thin-and-light model of the trio.
The other two are simply low-cost 15"/2Kg solutions.
So in the end, none of the solutions is high-end.
Ryzen Mobile's strengths should play best in an Acer Switch Alpha or HP Spectre X2, yet what they bring to the table are just regular 15 inchers that could perfectly take 25W CPUs with discrete GPUs. And within that TDP range, any Core i5 with discrete geforce MX150 will best the Ryzen Mobile.
Perhaps it has to do with AMD not implementing LPDDR in Ryzen Mobile.
If AMD fails to get 2-in-1 designs because they only support regular DDR4, it'll be a huge misstep..
Here's hoping the next Ryzen Mobile comes with LPDDR4E support so they can just double the bandwidth.
It probably will if the cooling is built for 25W and the TDP is set accordingly. To be honest, if the Surface Pro 4 can implement TDP-up to 25W on their U processors, I fail to see how any laptop at 13.3" and up is incapable of doing the same.
AMD claims 23% higher performance with mXFR implementations, so I'd say the nominal 15W implementations will get around 1GHz sustained clocks in the iGPU.
Still, XBone (theoretical) performance at 15W makes one wonder what will be achievable at 7nm. Portable PS4Bone here we go!
edit - If DSBR were advanced enough it could.
Vegas geometry performance is not week. You can see here: (must select cards and settings in the drop down menue)I agree there are interesting things to try with explicit primitive shaders but if primitive shaders were designed with AMD's weaker geometry performance in mind I'm sure AMD also had the automatic use of them on their mind from the start.
Just to be clear I'm not sure if DSBR does any form of occlusion related tricks.Well, yes, I must have been confuzzling primitive shader with DSBR. Getting old and silly it seems...