Okay. With this and 3dcgi's post, I think I understand. I was thinking of a wavefront occupying the ALU's for 100% of the time during its resolution, and then another wavefront following behind, so there was no idle time. I hadn't made the connection with delays in the other pipes. Although I'd want to hear how much of a frame can really be lost on a GPU by such stalls. Is there really a lot of spare GPU power going to waste that can be repurposed to compute?
Thanks for the explanation.
You'll have to specify which posts you are referencing.
The ones that I can recall did not say the same thing as your quote.
I was talking about the PS4 being able to run Graphics & compute at the same time without taking away from the graphics & I was posting links to prove that's what the people at Sony was saying & I even got a warning for talking about it because everyone else said I was wrong .
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Clarifying this will require going over the specific posts and the wording used.I was talking about the PS4 being able to run Graphics & compute at the same time without taking away from the graphics & I was posting links to prove that's what the people at Sony was saying & I even got a warning for talking about it because everyone else said I was wrong .
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Clarifying this will require going over the specific posts and the wording used.
The point I remember being debated was the claim that the full floating point throughput of the GPU could be used for graphics even if compute was ongoing.
Shifty Geezer's post is not saying the same thing.
I don't think anyone has said anything about exceeding the theoretical peak of 1.84 TFlops.
what I'm getting from it is that graphic rendering doesn't use GPGPU to it's full potential so sony made the APU so it can run compute without taking away from the graphic rendering.
No that's the conclusion that other people jumped to when I was talking about the quotes from Sony & I even pointed out what I was talking about.
Wait! What was I trying to suggest? the only thing that I been pointing out is that Sony said the PS4 will be able to compute while getting the maximal amount of graphics out of the 1.84TFLOPS without the computing taking away from the graphics.
That whole thread was a nonsense rather than a technical discussion. If that wasn't your intention then you have only your posting style to blame. Your conversational technique didn't include specific technical questions, but just spammed repetitious quotes and muddled one-liners and a constant reference to rumours with a disregard for their relevance when the hardware was explained to us. Rather than trying to understand what was happening and connect the dots, you were just pushing a view and not knowing when to let it drop as you weren't making any headway.How come when I tried to talk about this last month you & other members tried to make it seem as if I was crazy & it wasn't possible?
Ignoring the efficiency of utilising these spaces (how much compute can gain use these GPU stalls), can you put an estimate figure (or rather, range depending on game) on how much idle time there can be on the ALUs in a frame? Like 1%, or 10%, or 50%? That's important to understand how much compute can be obtained from the GPU without impacting graphics, and indeed, how much wastage there is on a GPU not running compute.That would really depend on the game and how well compute work complements graphics work. If compute needs whatever is bottlenecking the graphics shader it will slow down graphics work. The more ALU heavy the compute work is the more effective this will be as it's easier to become fetch bound than ALU bound.
sounds good to me and fits other AMD designs pretty well.How much amount of bandwidth do you think the CPU will take? 20GB/s?
According to a leak, I think that's all the CPU has available anyway.How much amount of bandwidth do you think the CPU will take? 20GB/s?
If you're rendering a bunch of simple triangles into shadow maps it's possible 50% of compute is idle, but if there's heavy pixel shading the number will be much less. I can't give a number for that situation that would be any more than a guess. Note one of the customizations Cerny mentioned addresses compute + geometry heavy workloads.Ignoring the efficiency of utilising these spaces (how much compute can gain use these GPU stalls), can you put an estimate figure (or rather, range depending on game) on how much idle time there can be on the ALUs in a frame? Like 1%, or 10%, or 50%? That's important to understand how much compute can be obtained from the GPU without impacting graphics, and indeed, how much wastage there is on a GPU not running compute.