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razor1, why cry is a great news writer for this stuff. He also avoids the questionable stuff typically. I love videocardz.com.
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Thanks for the reply/answer. Nothing about tile base rasterizing I caught. So why the F___ is it performing so slow? Are my thoughts. So it looks like if developers program specifically for this architecture (sounds more like the FX 5800) you can get better performance out of it. I just don't see that happening and who wants to wait years for that if it ever happens - making this GPU almost pointless today. Maybe in single precision application like AI this GPU will find someone interested.
razor1, why cry is a great news writer for this stuff. He also avoids the questionable stuff typically. I love videocardz.com.
Actually it looks like it is performing worse than a Fury X IPC. Which even makes less sense. I am now wondering if the AIB's, the ones that do both Nvidia and RTG cards will even bother beyond reference design cards. The AIBs that do just RTG cards may have a rough time ahead - nothing on the top end forever in the tech world. Only saving grace is Polaris is selling out, at least to miners.Draw Stream Binning Rasterizer, is the Tile Based Rasterizer that everyone is pinning their hopes on. He really seems to be downplaying the potential of that. You were asking about it's potential.
Why so slow? It has the same Shader/Texture/Render output unit counts as Fury X and behaves similar to an overclocked Fury X. Slow or expected?
Beyond that I doubt it has any new features turned on the current drivers, it should pick up more speed when whatever extra features it has get turned on.
Just don't expect miracles from Fury X unit counts.
I expect the top end Vega RX will beat a reference 1080, but it certainly won't beat 1080 Ti.
Actually it looks like it is performing worse than a Fury X IPC. Which even makes less sense. I am now wondering if the AIB's, the ones that do both Nvidia and RTG cards will even bother beyond reference design cards. The AIBs that do just RTG cards may have a rough time ahead - nothing on the top end forever in the tech world. Only saving grace is Polaris is selling out, at least to miners.
Pascal also have some IPC regression versus maxwell even being very similar architectures.. most of the "fixes" made to the "new geometry engine" on Vega can cause a more optimized shader performance, less penalty for certain effects as tessellation, but it also may induce some IPC regression specially if shader aren't backed by a more strong ROP account..
Nvidia discarded some IPC to favor more shader efficiency and higher clocks to gain more performance, AMD may have tried to do the same without the same success, a bit less brute force for more optimized performance, same as did with Polaris (well its basically the same VEGA) games that used to favor a lot nvidia have less performance impact a fast example fallout 4 with GodRays or the witcher 3 with hairworks used to tank AMD performance, but not anymore since Polaris, performance penalty is now minimal but with less overall brute force, in that regard AMD succeeded and make sense of the IPC regression.
Each SP can execute as many instructions as it has schedulers and execution units to do so. FMA being MUL+ADD leaves that ADD idle quite often. If it had an accumulation capability each SP could execute two instructions under some circumstances. In most cases the compiler would do that, but SMT is also a possibility with some lookahead.Each streaming processor can execute one instruction per cycle. IPC is then simply equal to the number of SPs.
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Mawell vs Pascal you don't even have two GPUs with the same ALU count so how do you even compare?
You just look at effective performance /tflops
Maxwell and Pascal are pretty easy to compare because if you look at Clockspeed x Cuda cores, there are models that end up with similar numbers and they perform essentially the same.
So Maxwell == Pascal for IPC. All the gaming performance improvement in Pascal is essentially from a clockspeed boost.
Each SP can execute as many instructions as it has schedulers and execution units to do so. FMA being MUL+ADD leaves that ADD idle quite often. If it had an accumulation capability each SP could execute two instructions under some circumstances. In most cases the compiler would do that, but SMT is also a possibility with some lookahead.
That's nothing new. GCN is already issuing vector, scalar, LDS, etc in parallel.With Volta that will change as you have an integer pipeline that operates in parallel.
It doesn't have to be one instruction though. With the ability to co-issue and an extra operand or accumulation, that FMA can be separate MUL and ADD. The only reason it's fused is because 3 read, 1 write is common with matrix math and avoids making a larger register file. It's a design choice that can be changed. Enough operands and any logic not being used can be a separate instruction. Just like CPUs with micro ops.FMA is one instruction, two operations, doesn't change a thing.
Sorry, I couldn't keep quiet. I am calling Ieldra Leidra from now onwhat does LDS (local data share) have to do with doing operations, LDS is just a storage bank for the operations.....
and yeah GCN can do Vec 4 + 1 scaler at the same time, but how effectively can it do it that is where its coming across problems from the looks of it. And we are back to looking at Tflops vs. Throughput. Yeah GCN can pack a ton of ALU's in their GPU's because they are Vec4 and scalar, but at the end of the day, they aren't used effectively.
This is not what Leidra is saying about Volta, Volta is the same multiple scalar architecture as previous nV's architectures (maybe some modifications to how the ALU's communicate or are dispatched, don't have enough info on that), but its communication and complimentary to the tensor cores, GCN is not doing anything of the sort.
Not exactly. Here it is pasted in code.opps type o lol
Ieldra
I Promise to RTFM
Buildzoid tested Vega FE. Draws 375W from JUST the 2x8pin connectors to maintain it's 1600mhz boost clock, requires 50% power limit increase.
Ouch.
Remember those people who adamantly insisted that despite the identical rated clocks for the 300W/375W Vega FE cards they would draw far less power than what they are rated for? What happened to those 75W extra on the WC edition being for "headroom" ?
Buildzoid tested Vega FE. Draws 375W from JUST the 2x8pin connectors to maintain it's 1600mhz boost clock, requires 50% power limit increase.
Ouch.
Remember those people who adamantly insisted that despite the identical rated clocks for the 300W/375W Vega FE cards they would draw far less power than what they are rated for? What happened to those 75W extra on the WC edition being for "headroom" ?
They're still there. Is anyone seriously surprised an overclocked card pulls more power anyways? That's been the case as long as I can remember. Jack up the voltage, increase power limit, and it uses more power while providing less performance thanks to being even more thermally limited. Without the power savings features even enabled.Remember those people who adamantly insisted that despite the identical rated clocks for the 300W/375W Vega FE cards they would draw far less power than what they are rated for? What happened to those 75W extra on the WC edition being for "headroom" ?
They're still there. Is anyone seriously surprised an overclocked card pulls more power anyways? That's been the case as long as I can remember. Jack up the voltage, increase power limit, and it uses more power while providing less performance thanks to being even more thermally limited. Without the power savings features even enabled.
non over clocked did the same as the overclocked lol, the overclocked was power throttling big time. He couldn't increase the voltage, the controls didn't work for that yet. The power savings features, were pretty much enabled, it was boosting and down clocking like normal, he actually stated Vega seems to be using a more advanced boosting system too.
Buildzoid tested Vega FE. Draws 375W from JUST the 2x8pin connectors to maintain it's 1600mhz boost clock, requires 50% power limit increase.
Ouch.
Remember those people who adamantly insisted that despite the identical rated clocks for the 300W/375W Vega FE cards they would draw far less power than what they are rated for? What happened to those 75W extra on the WC edition being for "headroom" ?
Well it is with +50% power. I don't know how one expected anything else. If you look at the detail spec page. 1600 is the peak clock and average clock is in the 1400s. At stock I believe it was using 236w no? Also almost all settings are broke on this thing. When AMD said FE isn't for gaming they basically meant it will play games but most of the features are still off lol.
Features are not off,
Some guys over this way seem to be finding some features to be disabled or broken currently.
Not sure though, I guess we'll find out when we find out?
The fact that the voltage is locked leads me to believe that they're concerned about stability currently, and might be overvolting a bit as is tradition for AMD it seems on their stock GPUs.
Its locked for users, but the voltage changes via driver and clock gating is functioning.
The only ? is the draw stream binned rasterizer, and that I think has to do with coding via developers.
TechPowerUp said:However, it seems that AMD's BIOS is only scheduled to be sent to AIB partners on August 2nd, and AIB partners still have no word on launch dates from AMD, which would hamper their ability to move on to mass production of their designs. This may mean a paper launch from AMD, or perhaps a launch with only AMD reference designs being available for order. Remember that final BIOS is a particularly important part on partner's design customizations, since these usually include info on stock AMD-defined power and temperature limits, power states and fan curve, which partners leverage in building their customized cooling solutions.
Nah, tile based rasterization is handled on the driver + hardware level. It took some digging by someone very knowledgeable (and clever) to figure out that Maxwell switched to this. It's not even officially acknowledged by Nvidia as far as I remember.
If every developer had to code for it, it would be well documented.
nV talked about it with Pascal. Extensively too.
And now I don't think that is how it works in Vega, cause the way Scott W talked about with Witcher 3 though primitive shaders, doesn't seem to be automatic for them, but they kinda talked about two things there the rasterizer and the improvements to polygon through put, so the could have been just talking about polygon through put, but knowing how Scott tends to be pretty clear when discussing topics like these, I would say both. Well White papers for RX Vega haven't been released yet, so don't know yet.
I think you're confusing tessellation and rasterization and primitive shaders a bit?
The draw-stream binning rasterizer won't always be the rasterization approach that a Vega GPU will use. Instead, it's meant to complement the existing approaches possible on today's Radeons. AMD says that the DSBR is "highly dynamic and state-based," and that the feature is just another path through the hardware that can be used to improve rendering performance. By using data in a cache-aware fashion and only moving data when it has to, though, AMD thinks that this rasterizer will help performance in situations where the graphics memory (or high-bandwidth cache) becomes a bottleneck, and it'll also save power even when the path to memory isn't saturated.
NO I'm not lol. check the videos again, I had long discussions with other members in this forum about both tessellation and TBR.
Also have to understand TBR works great for deferred rendering not so good for forward rendering. So AMD's push towards that as well as nV push for that in VR is going to be a problem for a non programmable solution in the future, and this is probably why AMD went this route right now, just so they will be ahead of the game when the time comes when Forward renderers become the fore front of gaming engines.
http://techreport.com/review/31224/the-curtain-comes-up-on-amd-vega-architecture/3
it really does sound like its programmable dude.