when we get to 32 mb its then esramHow much smaller can you make infinity and still be considered infinity?
Lets just call it what it is... xbo backwards compatiblity.
when we get to 32 mb its then esramHow much smaller can you make infinity and still be considered infinity?
when we get to 32 mb its then esram
Lets just call it what it is... xbo backwards compatiblity.
This is why I was trying to understand what infinity cache was the other day.indeed. they are based on RDNA 2. But custom means you can add/remove blocks.
In this case, it looks like they either opted to remove infinity cache, or if it's present it's smaller.
I mean... with recent revelation that textures can be streamed into GPU directly bypassing vram.This is why I was trying to understand what infinity cache was the other day.
As its possible all/some consoles use it, just not the same size.
i.e. the cache architecture and logic could be infinity baaed.
Also they could easily consider infinity cache to be part of the memory interface and not RDNA2 feature set.
So you could have RDNA2 laptop implementation without infinity cache using GDDR5 or something. Yet it would be considered full RDNA2.
Xbox Series X has full RDNA2 integration, plus has Sampler Feedback Streaming exclusively, as for the developers, it's a real game changer.A full RDNA2 GPU would mean infinity cache. XSX has no infinity cache, ergo it's not full RDNA2.
indeed. they are based on RDNA 2. But custom means you can add/remove blocks.
In this case, it looks like they either opted to remove infinity cache, or if it's present it's smaller.
Feature wise, aside from infinity cache, which is more like bandwidth augmentation, it's got all the same features.
Xbox Series X has full RDNA2 integration, plus has Sampler Feedback Streaming exclusively, as for the developers, it's a real game changer.
I guess for me, the question is if they bypass VRAM for SFS streaming as per Beard Man's comments and it's going directly to the GPU.Yeah, in terms of the feature set available to developers it's got everything + more. It's probably not even exposed to PC developers.
Infinity cache as you say is about bandwidth augmentation, but it wouldn't benefit (or would benefit much less) a system that already already has a wider bus than the 6900 XT but has significantly less bandwidth consumption.
6800 has a 1800 Mhz game clock.It seems to me the SeriesX has the full RDNA2 instruction set of the PC cards, whereas the PS5 is more custom. The SeriesX has no Infinity Cache because it's using a wider external bus to the GDDR6, and (perhaps as a result) it's not clocking anywhere near the desktop GPUs.
How much smaller can you make infinity and still be considered infinity?
I'm still not sure what Mr beard guy fully meant.I guess for me, the question is if they bypass VRAM for SFS streaming as per Beard Man's comments and it's going directly to the GPU.
Well then... where is it going?
L2 is connected to memory controllers...
L1 is the Shader Arrays
L0 is the CUs...
so where are the textures being dumped? How do we quickly distribute that incoming data to all the shader arrays that require it?
if there was a cache of some size but not L3, of which the purpose is to hold 1 copy of everything and L1 can check it or L2 for it... before going out to memory... then perhaps this setup might make sense to have even in a smaller configuration - even something as small as esram.
he said bypass memory.I'm still not sure what Mr beard guy fully meant.
But going straight to GPU and bypassing memory wouldn't necessarily mean bypassing any caches.
Could just mean putting it straight into the infinity cache.
I'm not saying I think it has infinity cache. I don't know, don't have a view as don't know what it actually means only what it results in for dGPU.
Boosting up to 2105MHz and probably averaging a lot closer to that value, if the RDNA1 cards are anything to go by.6800 has a 1800 Mhz game clock.
VRAM bandwidth-per-compute is indeed anemic on Big Navi compared to its closest relative that we know, Navi 10.And a ton of cards have a 256 bit bus. You're making it seem like this is anemic suddenly.
Quotation needed.You're thinking a 300mm^2 with 36 CU has the same bandwidth requirements of the 60/72/ and 80CU GPUs?
I dunno. Maybe, maybe not. I knew that Sony wouldn't have stuff like SFS exactly because that's MS's nomenclature for that particular technology which would be their own implementation. It's not that Sony may not have their own version of it, but if so they've likely indicated it back in March where it was pertinent.
Thinking on it for a bit tho, one thing that does stand out to me is how deeply ingrained DX12U is into the RDNA2 architecture. It seems to be going a ways beyond than simply AMD making their product and then MS trying to ensure their stuff is as compatible as possible afterwards. No, this is looking like it was a deep operation between them from the get-go. Which, there were already rumors regarding that (tbf, there were also rumors that Sony co-designed Navi along with AMD)...but some of the stuff mentioned today shows it's deeper than even first thought.
Like, it's to a point where I now see whatever customizations Sony's done on their GPU, might've been out of sheer necessity to make sure they had the silicon needed for their API stacks that clearly aren't DX12-based (because they have their own API stuff). Maybe there is a chance in the future AMD spin off an RDNA GPU card that is more compatible with Vulkan, if what they're going to be putting out right now turns out to not be too Vulkan-friendly?
256-bit bus is used for cards all the way up to 2080 - 10TFs.VRAM bandwidth-per-compute is indeed anemic on Big Navi compared to its closest relative that we know, Navi 10.
What is weird here is your persistence in claiming it's not, considering this was one of AMD's own talking points when presenting the new cards today.
What do you want the quotation on? 300mm^2? or that you are implying that 128mb is on the PS5? if the latter, okay you said similar.Quotation needed.
One of MS's quotes was about waitng until they had access to the full RDNA2 fearure set.If Sony don't have a form of VRS it's almost certainly not because it wouldn't benefit them (the principle is universal), it's because other factors (perhaps when they branched out from the RDNA line of technologies) meant it wasn't there for them. It would be the same for hardware functionality enabling what MS call Sampler Feedback, if it turns out Sony don't have a similar feature (which they still might, of course!).
How much smaller can you make infinity and still be considered infinity?
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