https://forum.beyond3d.com/threads/...ecifically-the-xb1.55487/page-39#post-1822947Does GCN1.1 support Typed UAV Tier 1? I think we've already established it supports the other 2 FL12_0 features.
This would suggest that yes, based on Mantle
https://forum.beyond3d.com/threads/...ecifically-the-xb1.55487/page-39#post-1822947Does GCN1.1 support Typed UAV Tier 1? I think we've already established it supports the other 2 FL12_0 features.
Unfortunately we don't know what tier level that is. It's never been confirmed and going with a GPU that heavily resembles Pitcairn puts them in a position to be GCN1.0 only. Meaning tier 1. If that is true by definition it won't be a FL12_0 because it's missing tier 2. A technicality that probably likely has no real performance impact in most titles, but since we are trying to bucket GPUs for the sake of discussion this should be noted.Metal_Spirit said:Since there was no feature level defined above 11_1 at that time, I believe that was a claim for hardware support above that feature level. Like the support for Tiled resouces, a DX 11.2 feature (And we all know PS4 supports in hardware Partially Resident Textures).
I don't think that is a strong argument at all. It's like saying having more CUs is a sign of a higher GCN level which we see isn't true. Tonga has less bandwidth yet is GCN1.2 and all other GPUs like Hawaii are still GCN1.1.Besides, the PS4 custom GPU has more than a passing resemblance with Vulcan Islands (GCN 1.1), sharing, at least, it´s GPGPU 8 ACES.
Not to mention the inclusion of resource binding tier 3 into dx12. All of these features are found in Tonga(-resource binding which it tier 2).
No you're not, since they said 17% of Steam has Resource Binding Tier 3 and only way to come up with that % is all of GCN's put togetherAccording to this slide UAV slots should be higher than 64 (full heap) for Resource Binding Tier 3:
So, Resource Binding on GCN 1.0/1.1/1.2 should be Tier 2 not Tier 3. Am I right?
I know this might sound annoying, but could you spreadsheet out what we know and see for a buyers guide?It's worth noting that since Maxwell 1 lacks UAVs at every stage it also fails to meet FL11_1. So we can categorize the different architectures as follows:
Kepler/Maxwell 1: FL11_0
GCN1.0: FL11_1
GCN1.1/1.2 (and maybe consoles): FL12_0
Maxwell 2 (and almost certainly GCN1.3): FL12_1
Well, has that Tier 3 Tiled Resources been confirmed for Maxwell gen 2?
Look at Ryan's picturesWell, has that Tier 3 Tiled Resources been confirmed for Maxwell gen 2?
Also, wasn't there some talk about at least some GCN's supporting ROVs?
No you're not, since they said 17% of Steam has Resource Binding Tier 3 and only way to come up with that % is all of GCN's put together
I'm guessing full heap is simply reported as 64 UAV slots in dxcapsviewer.
So what? We know that (based on 2/15/2015 steam survey) 17% of DX12 market GPUs has RB Tier 3. The initial results from Steam survey which made by random people was based on some initial and likely incorrect assumptions.
Read this post and it's assumptions:
https://forum.beyond3d.com/posts/1829887/
I don't think so. I can see "PS Specified Stencil Ref" in dxcapsviewer and also it shows "Tier 3" of Tiled Resource for Maxwell 2, so why should we assume that it shows "64" UAV slots instead of "full heap"?\
Ah, missed that partLook at Ryan's pictures
And this is exactly why we need to report what is there. Assumptions are going to kill us especially if the definitive version is what dxdiag says what it is.