That RDNA 1.8 Consoles Rumor *spawn*

Discussion in 'Console Industry' started by Ronaldo8, Jul 19, 2020.

  1. Rangers

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    That should buy a nice low-mid range card the way things are heading.
     
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  2. Rangers

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    How many developers will use these features if they're Xbox only anyway? Remember 95% of games are multiplatform. Number pulled out of my butt, but it might technically be more.
     
  3. eastmen

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    How many developers will use the ssd speed of the ps5 if its PS5 only ?

    The RDNA 2 features will be pc also so it wouldn't just be an xbox feature.
     
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  4. Ronaldo8

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    This patent is more related to rendering of different viewports for stereoscopic displays and in varying rendering economy with respect to screen space coordinate than to strictly primitive/mesh shaders per say.
     
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  5. Lurkmass

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    I found out a weakness behind sampler feedbacks and it relies on tiled resources functionality that AMD actively discourages against using in their optimization guide. There's a very high overhead cost to updating the tiled resource mappings ...
     
  6. Ronaldo8

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    This is no longer the case with sampler feedback (RDNA 2).
     
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  7. Lurkmass

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    Source ?

    Tiled resources was a bad idea before when GCN was introduced and it's still a bad idea now with RDNA. I'm not holding out much hope that RDNA2 will improve upon their implementation in this regard ...
     
  8. Kugai Calo

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    It has never been clear on what Geometry Engine really is, AMD changes their terminology all the time. Mark Cerny's description sounds like Next-Generation Geometry path, what concrete hardware "engine" would correspond to that?
     
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  9. Ronaldo8

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    It's in the the RDNA white paper.
     
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  10. Kugai Calo

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    The name "Geometry Engine" was mentioned twice, neither time did it explain what it does.
     
  11. Rikimaru

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    Mesh shader is and Microsoft/nVidia name for same thing as AMD primitive shader.
     
  12. Pinstripe

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    Are AMD's Primitive Shaders also exposed in the D3D12Checker utility? Why is it not market as MeshShaderTier : D3D12_MESH_SHADER_TIER_1 (10) if it is supposedly the same thing?
     
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  13. chris1515

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    [​IMG]

    The engineer of Sony confirms there is only one RDNA2 feature not used by Sony and there is other features not inside RDNA1 or 2 at all.

    Sampler feedback maybe...
     
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  14. Karamazov

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    So RDNA_S and RDNA_MS
     
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  15. HBRU

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    Very confusing. Hope Sony clarifies. As Eastman stated this (one small feature missing) may actually widen the RAM bandwidth gap with XSX and on multiplatform games that may be quite visible. Don't like very much the tech communication of Sony this season.
     
  16. iroboto

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    Hmmm. That should have been the first place I went. Did DimtryKo tool show this in another thread here ?

    nvm found it. I guess we'll need to wait and see if AMD updates drivers or it's just not

    #1081
     
    #96 iroboto, Jul 20, 2020
    Last edited: Jul 20, 2020
  17. seahorsesaw

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    Well, of course radio transmission can be silent but what's particularly special about that type of silence? Maybe a better saying would be 'Space Silent', as in the vacuum of space.
     
  18. iroboto

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    Whoops. It should be this one
    https://patents.justia.com/patent/20140362081
     
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  19. chris1515

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  20. HBRU

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    I agree not many. But as this stuff enters into use of the different engines that may change to many... or even almost all. This may explain the purchase of Epic's shares by Sony...?? Don't know... I think Sony's HW choices where much forced by the necessity of keeping BC more on a HW level... so no shame at all.
     
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