And the 8 polygons/clock come from where, when the slide says 11? I'm not aware that anybody from AMD mentioned 8 prims/clock. Every techsite also just came up their own ideas (if they didn't show just the slides). AMD actually provided only very little information what is really going on. And I'm pretty sure quite a few didn't get the provided information really straight, even after talking with guys like Mike Mantor.I tend to go with what Ryan at PCPer with regards to Vega said that in theory best will be 8 polygons/clock if wrapped by the driver and the x2.7 is with API/coding.
Earlier in his article before mentioning those figures he says:
And we know Wasson and Raja were doing interviews and providing further information after the preview, along with Mike Mantor.
Cheers
As said before, when Mantor talks about that “with the right knowledge you can discard game based primitives at an incredible rate", he isn't talking about the "traditional" geometry pipeline. He talks about the software culling approach with a primitive shader, which should be able to be even faster, given the size of the shader array (it should actually be able to be in the same order of magnitude as the discard speed for fragments/pixels [potentially several tens per clock as peak]). Therefore, these statements don't give a hint how fast Vega will be with existing software (i.e. without culling in a primitive shader).
No it doesn't. Just consider the ~20-25% higher clockspeed of the RX480 when comparing it with the R9-290 or FuryX and it doesn't show an effect at all in this test.Even this shows a huge improvement for Polaris though.
This whitepaper was cited here already. It really makes only a case for a pretty specific scenario, it didn't claim to increase the geometry throughput in a more fundamanetal way as the Vega slides are doing.AMD always show best case numbers, and they could be talking about tessellated smaller than pixel level traingles in this case too, they didn't specify that all they stated they were comparing to Fiji, no specifics on software/app etc. They actually gave more information on Polaris in their white paper.
They are only involved if someone uses the new possibilities with the primitive shader. Otherwise, it shouldn't play a role. The mentioned limit of 11 prims/clock should not apply for a shader based solution (at least not as peak, but if you have a huge amount of unique geometry with some vertex attributes, you run into memory bandwidth constraints ).Sounds like shaders are definitely involved in the process to me. How much and how far is still up to debate.
Equal performance isn't 2x the performance (especially considering the clock speed advanatge of the RX480).I found some cases where Polaris has been shown to to achieve performance equal or above Fiji in some titles, Forza Horizon 3, Fallout 4 comes to mind.