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How to interpret a statement coming from the PR department? With a grain of salt?Broken and not enabled are two very different things...
How to interpret a statement coming from the PR department? With a grain of salt?Broken and not enabled are two very different things...
He just said, it does not work as designed (answering your very question) - and Vega clearly was designed with Primitive Shaders in mind, if you go by AMD PR.Broken and not enabled are two very different things...
Reading the whole chain really makes me think™.Strange conversation on twitter about the feature's:
What do you mean by half-broken? Non enabled/working in drivers or are you saying you think its the hardware? Because when you say "half-broken new uArch" it sounds like you think its a hardware issue.Why would someone do that after launching half-broken new uArch?
GPU without drivers is nothing more than a slab of Cu and Si.What do you mean by half-broken? Non enabled/working in drivers or are you saying you think its the hardware? Because when you say "half-broken new uArch" it sounds like you think its a hardware issue.
Where did anyone say that? I've seen no official words to that effect at all. Is there a link you could post please?He just said, it does not work as designed
I think you misunderstood me. I was just pointing out, that it was confirmed not to be working as designed (as opposed to being confirmed as being broken)Where did anyone say that? I've seen no official words to that effect at all. Is there a link you could post please?
„It doesn't“ seems to indicate to me, that Bondrewd was commenting on the „works as designed“ grammatically. No guarantees though, as I am not a native speaker.Broken and not enabled are two very different things...Right on this very forum. https://forum.beyond3d.com/posts/1997699/Where was it confirmed exactly?It doesn't, that was confirmed ages ago.I really wonder if Vega works as designed or if implementation of design is broken.
Ye.„It doesn't“ seems to indicate to me, that Bondrewd was commenting on the „works as designed“ grammatically.
Neither am I.I am not a native speaker.
I understood you fine... I'm just wondering where the actual confirmation it was confirmed not to be working as designed, because I've seen no such confirmation, other than forum busybodies making claims, that is.I think you misunderstood me. I was just pointing out, that it was confirmed not to be working as designed (as opposed to being confirmed as being broken)
Well, Vega is designed to make use of primitive shaders. According to Ryan Smith who asked AMD about it, PS are not enabled in any (then) current shipping drivers. You do the logic.I understood you fine... I'm just wondering where the actual confirmation it was confirmed not to be working as designed, because I've seen no such confirmation, other than forum busybodies making claims, that is.
That seems too simple of a change to make. I wouldn't say they do the same thing as much as DSBR facilitates improved HiZ. Allowing occlusion culling against a subsequent triangle that ends on top of the pile.It makes me wonder if Vega would be better off without hierarchical-Z support. Basically, DSBR and hierarchical-Z are competing to do the same thing (prevent shading of fragments that will have no effect on the render target). Why have two things on chip that are trying to do the same thing?
They don't have to line up, but yeah it would be more ideal. Not being aligned just means more tests against impacted HiZ or bin tiles. Should still be a performance win, but obviously less is more.Assuming the Hi-Z and DSBR tiles line up that is. More efficient cache usage that way.
At that time the context would have been dev implemented primitive shaders. As an API, at least publicly, still doesn't exist; no devs could have implemented them. Maybe they exist as a driver optimization involving shader replacement, but hard-coded test cases may be a more apt analogy to demonstrate techniques. The implementation appears to be evolving, likely with dev feedback and experience.What i finde intresting. Inside the White paper there is a Chart which Shows that primitive shaders are working.
Or make larger designs than would otherwise be possible. Epyc and V100 are roughly the same size already, and AMD could go larger while V100 is at the reticle limit.From Nvidia's old paper, we know that a monolithic design will handle beat an "equivalent" chiplet design, but for these kinds of savings, you can afford to underprice the monolithic design by a wide margin.
The ability to increase clocks typically corresponds to less energy usage per clock. Fiji and Vega being similarly scaled designs, it's not just a contention issue.Why make all of those architectural changes to increase clocks if you're going to underclock just one generation later?
Not sure what logic it is I'm supposed to do, as all he said is it's not enabled. That's not confirmation, official or otherwise, that the feature isn't working as designed. It's just an assumption.According to Ryan Smith who asked AMD about it, PS are not enabled in any (then) current shipping drivers. You do the logic.
Well, he didn't say anything like that, so again, all he said it's not enabled.Maybe it helps to mentally differentiate between „works as designed with the current driver software“ and „is theoretically able to work as designed“.
Not sure what logic it is I'm supposed to do, as all he said is it's not enabled. That's not confirmation, official or otherwise, that the feature isn't working as designed. It's just an assumption.
Well, he didn't say anything like that, so again, all he said it's not enabled.
Per the GDC presentation from DICE on using compute to do triangle culling, Hi-Z is a 32-bit code word per 8x8 region of pixels.It makes me wonder if Vega would be better off without hierarchical-Z support. Basically, DSBR and hierarchical-Z are competing to do the same thing (prevent shading of fragments that will have no effect on the render target). Why have two things on chip that are trying to do the same thing?
Without hierarchical-Z, perhaps there'd be less paths competing for resources. Hierarchical-Z needs to support two kinds of queries:
- coarse-grained - can any of this triangle be visible in each of the coarse tiles of the render target?
- fine-grained - which fragment-quads (or MSAA fragment-quads) of this triangle can be visible
It has precedent.But is something really broken? What if everything is working as intended or what if part of the design just turned out to yield bad results causing need to revisit chip architecture?
There were a number of instances where RTG and/or Koduri should have kept their mouths shut but didn't. I appreciated his desire to make RTG more assertive in its role, but at least some rumors make it seem that the gap between results and talking big finally prompted AMD to tell him to take a long dance off a short pier.Than you scrap it/don't talk about it. They very much did talk about Vega.
For what it's worth, I picked the words I used with quite a bit of care; AMD is only confirming that the feature is not enabled in their drivers right now. They weren't saying anything about the hardware (which isn't meant to be a negative implication, only that they had nothing to say).The logic you were supposed to do is as follows: If PS not enabled in the drivers, Vega is not working as designed - because the design includes PS. Nowhere does this imply or deny that the feature is broken in hardware, just that Vega is currently not working as designed. Naively, I thought it blatantly obvious.
Thank you for stepping in. That's exactly why i made the differentiation in my later posts.For what it's worth, I picked the words I used with quite a bit of care; AMD is only confirming that the feature is not enabled in their drivers right now. They weren't saying anything about the hardware (which isn't meant to be a negative implication, only that they had nothing to say).
To most native English speakers, saying something is not working right, especially when it comes to electronics, implies a hardware failure ala R600.