AMD Vega Hardware Reviews

Discussion in 'Architecture and Products' started by ArkeoTP, Jun 30, 2017.

  1. DavidGraham

    Veteran

    Joined:
    Dec 22, 2009
    Messages:
    2,788
    Likes Received:
    2,592
    Unless we hear it directly from AMD, that feature X is going to bring Y amount of performance, speculating on what level should Vega gain from these features is moot, many things new in Vega appear immature or in early stages, whether that is due to hardware or software will be revealed in time. It's not wise to hype up something AMD is not.
    Yet AMD told Anandtech they are enabled!
     
  2. Digidi

    Newcomer

    Joined:
    Sep 1, 2015
    Messages:
    225
    Likes Received:
    97
    Link for Anandtech quote?

    Maybe you mean DSBR and not primitive shader?
     
  3. pharma

    Veteran Regular

    Joined:
    Mar 29, 2004
    Messages:
    2,930
    Likes Received:
    1,626
    On the Linux side ...
    https://www.phoronix.com/forums/for...opengl-proprietary-driver?p=970697#post970697
     
    #1163 pharma, Aug 24, 2017
    Last edited: Aug 24, 2017
    digitalwanderer likes this.
  4. Malo

    Malo Yak Mechanicum
    Legend Veteran Subscriber

    Joined:
    Feb 9, 2002
    Messages:
    7,032
    Likes Received:
    3,104
    Location:
    Pennsylvania
    Reading that post again this kinda stood out to me, possibly inferring that indeed it is not enabled on the windows side and when it is, they would follow their efforts for the linux side.
     
    Lightman likes this.
  5. homerdog

    homerdog donator of the year
    Legend Veteran Subscriber

    Joined:
    Jul 25, 2008
    Messages:
    6,153
    Likes Received:
    928
    Location:
    still camping with a mauler
    Vega is 1337 GPU of the future. DX12 and DSBR and HBCC and FP16 and driver and primitive shader lol NGREEDIA Pisscal has no chance once true potential of Vega is revealed.
     
  6. pharma

    Veteran Regular

    Joined:
    Mar 29, 2004
    Messages:
    2,930
    Likes Received:
    1,626
    I think Windows support is already there, but whether it's enabled or not only AMD can state. I imagine if this feature was not working they would have already spoken up (especially after RX Vega's reviews) if only for the mindshare audience's sake. And the deafening silence leads one to believe any performance gains are likely insignificant one way or the other.
     
  7. Rasterizer

    Newcomer

    Joined:
    Aug 4, 2017
    Messages:
    29
    Likes Received:
    9
    I don't recall speculating on what level of performance Vega would or would not gain from primitive shaders being implemented in drivers. I only pointed out that the available direct evidence appears to support the position that primitive shaders are not enabled, and in any case I prefer to rely on my own analysis of the direct evidence available rather than waiting to be told something by a company representative.

    If you have anything constructive to add to the discussion please feel free to do so.
     
  8. 3dcgi

    Veteran Subscriber

    Joined:
    Feb 7, 2002
    Messages:
    2,435
    Likes Received:
    263
    Rasterizer is correct that primitive shaders are not enabled though the Beyond3D test would only prove they aren't enabled in DX11. I don't know why the press got mixed messages as Mike Mantor stated during the Tech Day that primitive shaders aren't enabled.
     
    Alexko, tinokun and Lightman like this.
  9. homerdog

    homerdog donator of the year
    Legend Veteran Subscriber

    Joined:
    Jul 25, 2008
    Messages:
    6,153
    Likes Received:
    928
    Location:
    still camping with a mauler
    Not really I just wanted to shitpost for a sec. I'm done now :razz:
     
  10. Rootax

    Veteran Newcomer

    Joined:
    Jan 2, 2006
    Messages:
    1,179
    Likes Received:
    581
    Location:
    France
    I though Primitive Shader needed to be used by devs, that it was not automatic.
     
  11. gamervivek

    Regular Newcomer

    Joined:
    Sep 13, 2008
    Messages:
    715
    Likes Received:
    220
    Location:
    india
    AMD took almost a year before 7970 got around 30%boost in bf3 and overtook 680.
    Hawaii got a significant tessellation boost after almost a year and a half.

    So I've no doubt that vega would show something pretty good by the time volta is released.
     
    Lightman likes this.
  12. seahawk

    Regular

    Joined:
    May 18, 2004
    Messages:
    511
    Likes Received:
    141
    The number in the white paper could easily be a best case for code fully optimized to make maximum use of primitive shaders. The question is you can convert conventional vertex shaders to that level and how much work it takes for each application.
     
  13. MDolenc

    Regular

    Joined:
    May 26, 2002
    Messages:
    690
    Likes Received:
    425
    Location:
    Slovenia
    There is no "primitive shader" in Direct3D or Vulkan or OpenGL... Also this.
    I miss the matter of fact NV launches... This now is essentially what chaos looks like.
     
  14. Rootax

    Veteran Newcomer

    Joined:
    Jan 2, 2006
    Messages:
    1,179
    Likes Received:
    581
    Location:
    France
    Thx for the Rys thing on twitter. Well, if everything is working (primitive, DSBR, etc), then it's all more alarming for performances compared to 2 years old Fury X, and to 1080. The absolute performances are ok, but given all the new tech and the raw power, it should be a lot higher... Yeah I know, I say that everytime. But I'm still baffled.
     
    xpea likes this.
  15. Ryan Smith

    Regular

    Joined:
    Mar 26, 2010
    Messages:
    611
    Likes Received:
    1,052
    Location:
    PCIe x16_1
    Quick note on primitive shaders from my end: I had a chat with AMD PR a bit ago to clear up the earlier confusion. Primitive shaders are definitely, absolutely, 100% not enabled in any current public drivers.

    The manual developer API is not ready, and the automatic feature to have the driver invoke them on its own is not enabled.
     
    firstminion, Cat Merc, Kej and 27 others like this.
  16. CarstenS

    Veteran Subscriber

    Joined:
    May 31, 2002
    Messages:
    4,798
    Likes Received:
    2,056
    Location:
    Germany
    Thank you for posting on this matter. ;)
     
    Lodix, digitalwanderer and pharma like this.
  17. Infinisearch

    Veteran Regular

    Joined:
    Jul 22, 2004
    Messages:
    739
    Likes Received:
    139
    Location:
    USA
    Thank you for clearing that up.
     
    digitalwanderer likes this.
  18. seahawk

    Regular

    Joined:
    May 18, 2004
    Messages:
    511
    Likes Received:
    141
    So I understand that there is an API for the developer to use them by hand an driver feature that automatically translates Vertex Shaders into unified shaders?

    I miss the knowledge to guess how effective the automatic translation will be, but I guess VEGA requires all Vertex Shaders to be translated / converted before the new geometry pipeline starts to work.
     
  19. leoneazzurro

    Regular

    Joined:
    Nov 3, 2005
    Messages:
    518
    Likes Received:
    25
    Location:
    Rome, Italy
    As far as I understood, there will be a "automatic mode" in the drivers that will specifically work for increasing the primitive discard rate and thus speeding up the geometry processing. I can only guess that is taking a lot of time to implement it because of possible compatibility issues with existing software. Then, there is the possibility to expose completely the primitive shaders to the developers, allowing other options (that means: new feature/possibilities in game engines). But Rys has confirmed that that is not planned yet in a tweet some time ago.
     
  20. Ryan Smith

    Regular

    Joined:
    Mar 26, 2010
    Messages:
    611
    Likes Received:
    1,052
    Location:
    PCIe x16_1
    AMD is still trying to figure out how to expose the feature to developers in a sensible way. Even more so than DX12, I get the impression that it's very guru-y. One of AMD's engineers compared it to doing inline assembly. You have to be able to outsmart the driver (and the driver needs to be taking a less than highly efficient path) to gain anything from manual control.
     
    Cat Merc, Kej, T1beriu and 7 others like this.
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...