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Recent content by Rasterizer

  1. R

    Vega Rumors

    By definition, if you replace the fixed function shaders in the geometry engines with generarilzed non-compute shaders, they become programmable and thus of course they can be arbitrarily switched between behaving like Fiji's geometry engine and behaving like primitive shaders instead as needed...
  2. R

    Vega Rumors

    From my understanding, the new geometry engines are not emulating the old pipeline. I think it would be more accurate to say that Vega's geometry engines are presently configured like Fiji's were, or programmed like Fiji's were. Basically, the shaders inside of Vega's four geometry engines are...
  3. R

    Vega Rumors

    I think I finally understand the root of our disagreement. If I understand you correctly, you believe that primitive shaders will bypass the existing geometry engine entirely and do the geometry processing directly on the compute engine, thereby taking resources away from the rest of the...
  4. R

    Vega Rumors

    I'll only address this point once. Please don't confuse me with someone that made outlandish, rambling claims with zero citations or evidence. I don't care if you agree with me or don't, but at least acknowledge that I make an effort actually use sources, to cite those external sources I am...
  5. R

    Vega Rumors

    Hold on a second. You've already said in three separate posts that you do believe that primitive shaders (NOT, I repeat NOT RPM) can achieve "x2 the triangle through put": Again, forget about RPM. I am not talking about RPM and I don't care about RPM. Aren't you saying in these posts that...
  6. R

    Vega Rumors

    So you agree that an automatic mode for primitive shaders can be implemented in a subsequent driver update to RX Vega by AMD? Ryan Smith makes it crystal clear that the automatic mode for primitive drivers is not yet enabled in any public driver:
  7. R

    Vega Rumors

    This is a mischaracterization of the posts made by Ryan Smith about the subject on the Beyond 3D Forum. I'm going to quote all three relevant posts in full. The first is here by Ryan Smith: Please note "The manual developer API is not ready, and the automatic feature to have the driver invoke...
  8. R

    Vega Rumors

    I'll try this one last time: Primitive shaders do not require RPM, and wouldn't even if RPM required primitive shaders. The horse can still walk without the cart even if the cart cannot move without the horse. This does not show x2. Here, I'll just quote the whitepaper again:
  9. R

    Vega Rumors

    The diagram in the Vega whitepaper clearly shows that primitive shaders replace everything between the tesselator and fixed function culling: Furthermore, you appear to be claiming that RPM does not work unless primitive shaders are working FIRST, but even if that were true it would not mean...
  10. R

    Vega Rumors

    RPM was not mentioned in the portion of the Vega whitepaper I quoted, nor is it mentioned at all in the Vega whitepaper section covering the next generation geometry engine. The whitepaper does not say that RPM must be enabled for primitive shaders to work. RPM is a totally separate feature of...
  11. R

    Vega Rumors

    I'm just going to quote the Vega whitepaper:
  12. R

    Vega Rumors

    Not particularly, unless you plan to argue that there is any realistic scenario under which Vega compute performance would result in a bottleneck in gaming performance. Not only do I not see how Vega's compute performance is likely to be relevant to explaining present issues with its gaming...
  13. R

    Vega Rumors

    Perhaps I misinterpreted this:
  14. R

    Vega Rumors

    Yes, thank you for agreeing with me that Vega is presently front-end geometry bottlenecked and that primitive shaders are not currently enabled in the public Vega drivers. It's my understanding that Vega's pixel fillrate should still be more than enough not to be a bottleneck, and that in...
  15. R

    Vega Rumors

    "Because I said so" is not evidence. It's of secondary importance, in any case, since even if I assume you are correct about that, it wouldn't apply in this case because a programmable geometry pipeline is by definition programmable. Here, I'll just quote an explanation from someone much more...
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