That RDNA 1.8 Consoles Rumor *spawn*

Because it came out a year later , had 4 gigs of ram more and a more powerful GPU and Cpu set up. This year both systems come out the same time and both have the same ram amount while Sony has a faster ssd and MS has a 2tflop advantage.

Anyway not much longer guys ! Hope your all saving your money ! I hit $700 on the side for a new video card so I will be with you all in spirit !


That should buy a nice low-mid range card the way things are heading.
 
If the spoken features are present only on a small percentage of graphic cards & consoles that actually run games in the next 10 years they will not used... so the advantage is just on paper. Again we have to see the real world advantage of this stuff. But sadly XSX numbers for Ram bandwidth vs PS5 are there very clear and immedialy usable. Same situation as One-X vs Ps4pro.


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.
 
hmmm, I'm not so sure.
RDNA 2 is DX12U certified and for that to be true then..


Mesh Shaders are issued in the same manner as compute shaders. They replace the entire pipeline right up to raster. They support meshlets and amplification.


Primitive Shaders (AMD) operate on the compute structure as well. But I don't think they do the meshlets, replace the entire front end pipeline, or support amplification.


Cerny declares the Geometry Engine as a new block of hardware. Within the Geometry engine they support Primitive Shaders. That leads me to believe that Primitive Shaders on PS5 are not Mesh Shaders. From my understanding Mesh Shaders execute identically to compute shaders but on the graphics pipeline. It's not a separate hardware block on the graphics pipeline, if it were I can't find it in the Vega or RDNA whitepapers.

Typically the ACE handles the compute pipeline on Radeon. So for there to be compute like scheduling on the graphics pipeline, I suspect it would be the graphics command processor that would need heavy modification to support Mesh Shaders. Thus we saw AMD making driver changes to support it. They failed on Vega, but succeeded on RDNA. I don't know what additional hardware is required to do it.

I'm not sure what PS5's version of what a Primitive Shader is. PS5 sounds like they built a separate hardware block for geometry processing in particular very fast culling. The end result is 'I dunno'. It sounds like Mesh Shader but I don't think this is AMD's Primitive Shader, or it could be but AMD's primitive shader is not the 100% equivalency of a mesh shader. The patent for Cerny's Geometry/Primitive Shader is here which I believe is what they used.
http://images2.freshpatents.com/pdf/US20180047129A1.pdf

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

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 ...
 
Geometry engines (or simply primitive shaders) are a standard feature of RDNA 1. I really find it astonishing that Sony will miss the boat on so many RDNA 2 features. Very strange.
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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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...
 
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.
 
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?
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

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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.
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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