ProspectorPete
Regular
50 CUs would be four blocks of 12.5 CUs, so not likely.
What about 56CUs with 14 per block with 6 disabled it total for increasing yields?
50 CUs would be four blocks of 12.5 CUs, so not likely.
Yeah that is probably right. 4X the CU's and 4X the L2 of Xbox.
Phil said 4.5 times here.
?http://www.gamespot.com/articles/project-scorpio-is-45x-as-powerful-as-xbox-one-phi/1100-6440965/?
56CU's with 54CU's active. I lke your 4X L2 too 14CU X 4 maybe?
1.3TF * 4.5 == 5.9TFPhil said 4.5 times here.
?http://www.gamespot.com/articles/project-scorpio-is-45x-as-powerful-as-xbox-one-phi/1100-6440965/?
56CU's with 54CU's active. I lke your 4X L2 too 14CU X 4 maybe?
Scorpio is not going to have any more CUs than little Vega 11, Vega 10 is 12.5 TF, that's 64CUs with over 1.5GHz clock speed, Vega 11 is going to have 40 CU tops, even 36 CUs with higher clocks should be enough to achieve 6TF, but not much past that.
Phil Spencer said a lot of things. He also mentioned uncompressed pictures, unlimited cloud power, best lineup ever, and much more. Never trust a PR guy, especially not for technical information.
And i'm not saying they necessarily have to, but it will. I think there's a reason they used either full or cut down existing gpus with all of the current gen consoles, going for more custom, exclusive solution obviously raises cost.How so?
They are custom socs, they don´t have to match any Vega, Polaris configuraton. not necessarily I mean.
What about 56CUs with 14 per block with 6 disabled it total for increasing yields?
Scorpio is not going to have any more CUs than little Vega 11, Vega 10 is 12.5 TF, that's 64CUs with over 1.5GHz clock speed, Vega 11 is going to have 40 CU tops, even 36 CUs with higher clocks should be enough to achieve 6TF, but not much past that.
And i'm not saying they necessarily have to, but it will. I think there's a reason they used either full or cut down existing gpus with all of the current gen consoles, going for more custom, exclusive solution obviously raises cost.
Not to mention that Vega 11 would suffice, as going for higher clocks, even if it's a little bit north of the efficiency sweet spot, is better(/cheaper) than going for more CUs.
What about Fiji Pro and XT?Current max for GCN is four. At least, going by history!
And i'm not saying it couldn't, maybe just not (as) "easily".Scorpio could easily have more CUs than little Vega 11 if Vega 11 has only 40 or 36 CUs.
Which is what i was talking about.within the bounds of what would be sensible in order to manage power and die area considerations.
X1 is cut-down Bonaire(260, 360 cards), Pro(36 CUs) is full Polaris 10(RX 480). Like i said, it's hardly a coincidence.And X1 is 14 CUs, PS4 Pro is most likely 40: have these configurations been used elsewhere?
I already did, ~1.2GHz is hardly outlandish given arch gains and node improvements. Likely min. potential of PC Vega is ~1.8GHz, which is still well below that of Pascal.Scorpio isn't going to have anything like the clocks of Vega. Knock 20% off those Vega clocks (more if the 12+ TF is based on "if lucky" boost clocks) and you might be in the Scorpio ballpark.
What about Fiji Pro and XT?
What about Fiji Pro and XT?
X1 is cut-down Bonaire(260, 360 cards), Pro(36 CUs) is full Polaris 10(RX 480). Like i said, it's hardly a coincidence.
I already did, ~1.2GHz is hardly outlandish given arch gains and node improvements. Likely min. potential of PC Vega is ~1.8GHz, which is still well below that of Pascal.
P.S. If anything, <6TF is more likely than some "56" CUs, after all, 5.5+ rounds up to 6
Pro is 36 active CUs (4 x 9), and will be 40 including redundant CUs. Polaris 10 is 36 total - 480 uses all 36 while 470 uses 32.
Custom configurations aren't so uncommon for consoles - both the 360 and the PS3 (additional redundant CUs) had GPU arrangements unlike anything else. It shouldn't be difficult for MS or Sony to have custom CU / shader engine ratios if it suits their design goals.
I had forgotten that Bonaire XT was 14 active CUs and not 16 CUs though tbh.
http://www.eurogamer.net/articles/d...tation-4-pro-how-sony-made-a-4k-games-machine"You may later on see something that looks very much like a console GPU as a discrete GPU, but that's then being very familiar with the design and taking inspiration from the console GPU. So the similarity, if you see one, is actually the reverse of what you're thinking," Cerny explains, saying that console designs are 'battle-tested' and thus easier to deploy as discrete GPU products.
One would almost wonder about taking the Hawaii/R9 290X configuration.I'm guessing something in the region of 40, 44 or 48 active CUs at 1.0 ~ 1.2 gHz. PS4Pro is less than 75% of the boost clocks of the 480, seems reasonable to expect something similar for Scoprio compared to Vega IMO.
http://www.eurogamer.net/articles/d...tation-4-pro-how-sony-made-a-4k-games-machine
Sounds counter-intuitive with respect to yields for the 4Pro, but the implication here seems clear enough.
One would almost wonder about taking the Hawaii/R9 290X configuration.
On the other hand, it may just be purely coincidental that FH3 clustered renderer tests were done @4K on such a GPU (closest existing GPU target).
¯\_(ツ)_/¯
Salt.
I feel the article author's description of the situation furthers a mischaracterization of the architectures involved, and Cerny's statement is itself difficult to fully square with what we saw.Interesting! Well, Polaris landed well before PS4 Pro, and he's talking about something coming along in the future ... so 4 shader engine, 40 CU Vega 11?
Maybe Bonaire was the result of years of work on the X1, and same for Pitcairn and PS4....
seems like they pulled the article =( can't read it nowInteresting! Well, Polaris landed well before PS4 Pro, and he's talking about something coming along in the future ... so 4 shader engine, 40 CU Vega 11?
Maybe Bonaire was the result of years of work on the X1, and same for Pitcairn and PS4....
.... a coincidence, you say .... ⊙﹏⊙
Phil Spencer said a lot of things. He also mentioned uncompressed pictures, unlimited cloud power, best lineup ever, and much more. Never trust a PR guy, especially not for technical information.
I feel the article author's description of the situation furthers a mischaracterization of the architectures involved, and Cerny's statement is itself difficult to fully square with what we saw.
The PS4 and Xbox One were labelled by console architects as being generally of the CI generation, which Bonaire is the first example to come to market--before both consoles.
Calling the PS4 Pitcairn-based seems to be based on some of the more superficial elements of the GPU like the readily-changed CU count.
The reality seems to be more complicated, with IP elements of the platforms seemingly implemented and deployed on the individual schedules of AMD and the semi-custom clients. We can see things like the DSP block for Trueadio (or similarly semi-separate custom silicon blocks in the consoles), the broader ACE front end, the CI ISA, ESRAM, Sony's volatile flag, Polaris' discard accellerator, DCC, 2x FP16, and other items reaching the public in varying orders.
AMD could opt to roll out certain base items earlier, as evidenced by Bonaire and Polaris having elements that showed up in consoles, even as the consoles had elements that belonged to later GPUs.
seems like they pulled the article =( can't read it now
R9 290X did also launch with...
...320GB/s.
Then there's DCC bandwidth compression for graphics & potentially the Vegan™ L2 cache consuming the RBE/ROP output alleviating the shared bandwidth inefficiencies of APU...
44CU @ 1066MHz ~6TF.