Discussion RDNA 5 / UDNA (CDNA Next) speculation

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basix

Member
Oct 4, 2024
86
177
66
So segmented by VRAM, it is likely to be

  1. 24gb - N51
  2. 18gb - cut down N51
  3. 12gb - N52
  4. 9gb - N53
??
What about 256 / 192 / 128 bit like RDNA2? And make it 32 / 60 (64) / 96 CU big like RDNA3. Or 32 / 48 / 80 CU with much more oomph per CU. Who knows, maybe double as wide CUs (2x FP32 Ops/Clock per CU)?

9GB by end of 2026 is same DoA like 8GB is now.
 
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techjunkie123

Member
May 1, 2024
142
311
96
So.... Nvidia/Rubin doesn't do chiplets until 2028 at least.

Do we have any idea what sort of design MI400 and it's successor have? Is MI400 the same as 300 but just with new GPU chiplets? Or is it even bigger? Cuz MI300 isn't that big, compared to Blackwell.
 

Glo.

Diamond Member
Apr 25, 2015
5,911
4,955
136
I'd highlight that it covers a range including both what 7600 is now, and a range exceeding the top of N48. (Remember, this is not performance, this is market segments, performance in segment goes up every generation.)

So, on the low end probably a 96-bit GDDR7 chip with 9GB or something, and on the top end probably something above 256-bit.
Nope. No 96 bit bus, unless it cut down from larger GPU.

And low end will be replaced by Medusa Halo.
 

marees

Senior member
Apr 28, 2024
946
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So RDNA 5 in BOTH Xbox next & PS6 ??

Could Sony’s PlayStation 6 arrive sooner than expected?​

The PS6’s release is greatly anticipated, despite the fact that we are only entering the fifth year of the PS5’s availability. PlayStation systems typically launch six or seven years apart, with the PS4 debuting in 2013 and the PS5 in 2020.

However, sources indicate that the PS6’s system-on-chip (SoC) is already being designed and validated. Famous tipster KeplerL2, who has successfully predicted past launch dates, said that the PS6 design is complete and is undergoing pre-silicon validation.

So, a tangible prototype is projected by 2025, with the final release possible as early as 2026.

The latest it could hit the shelves is 2027.

 

GodisanAtheist

Diamond Member
Nov 16, 2006
7,803
8,861
136
So RDNA 5 in BOTH Xbox next & PS6 ??

Could Sony’s PlayStation 6 arrive sooner than expected?​

The PS6’s release is greatly anticipated, despite the fact that we are only entering the fifth year of the PS5’s availability. PlayStation systems typically launch six or seven years apart, with the PS4 debuting in 2013 and the PS5 in 2020.

However, sources indicate that the PS6’s system-on-chip (SoC) is already being designed and validated. Famous tipster KeplerL2, who has successfully predicted past launch dates, said that the PS6 design is complete and is undergoing pre-silicon validation.

So, a tangible prototype is projected by 2025, with the final release possible as early as 2026.

The latest it could hit the shelves is 2027.


-Yeah I'm thinking holiday season 2026 so long as we're not in a SHTF scenario with the economy et al.

So just shy of the 7 year mark.
 

DisEnchantment

Golden Member
Mar 3, 2017
1,773
6,749
136
New set of patent applications for RT




They are adding BVH traversal in HW in this patent application this time.

RAYTRACING STRUCTURE TRAVERSAL BASED ON WORK ITEMS
From <https://www.freepatentsonline.com/y2025/0104328.html>
A processor employs work items to manage traversal of an acceleration structure, such as a ray tracing structure, at a hardware traversal engine of a processing unit. The work items are structures having a relatively small memory footprint, where each work item is associated both with a ray and with a corresponding portion of the acceleration structure. The hardware traversal engine employs a work items to manage the traversal of the corresponding portion of the acceleration structure for the corresponding ray.

No more traversal done in shaders, just one IMAGE_BVH_INTERSECT_RAY and then get the result without needing to push the current context to stack.
Additionally, the Traversal Engine can do a lot more parallel traversals in HW (for child nodes) than what is possible with shaders for a given CU count.

 
Last edited:

soresu

Diamond Member
Dec 19, 2014
3,689
3,026
136
New set of patent applications for RT




They are adding BVH traversal in HW in this patent application this time.

RAYTRACING STRUCTURE TRAVERSAL BASED ON WORK ITEMS
From <https://www.freepatentsonline.com/y2025/0104328.html>
A processor employs work items to manage traversal of an acceleration structure, such as a ray tracing structure, at a hardware traversal engine of a processing unit. The work items are structures having a relatively small memory footprint, where each work item is associated both with a ray and with a corresponding portion of the acceleration structure. The hardware traversal engine employs a work items to manage the traversal of the corresponding portion of the acceleration structure for the corresponding ray.

No more traversal done in shaders, just one IMAGE_BVH_INTERSECT_RAY and then get the result without needing to push the current context to stack.
Additionally, the Traversal Engine can do a lot more parallel traversals in HW (for child nodes) than what is possible with shaders for a given CU count.

Can you edit the post?

Some of the text appears grey which almost blends with the forum dark mode background.
 

branch_suggestion

Senior member
Aug 4, 2023
631
1,344
96
New set of patent applications for RT




They are adding BVH traversal in HW in this patent application this time.

RAYTRACING STRUCTURE TRAVERSAL BASED ON WORK ITEMS
From <https://www.freepatentsonline.com/y2025/0104328.html>
A processor employs work items to manage traversal of an acceleration structure, such as a ray tracing structure, at a hardware traversal engine of a processing unit. The work items are structures having a relatively small memory footprint, where each work item is associated both with a ray and with a corresponding portion of the acceleration structure. The hardware traversal engine employs a work items to manage the traversal of the corresponding portion of the acceleration structure for the corresponding ray.

No more traversal done in shaders, just one IMAGE_BVH_INTERSECT_RAY and then get the result without needing to push the current context to stack.
Additionally, the Traversal Engine can do a lot more parallel traversals in HW (for child nodes) than what is possible with shaders for a given CU count.

Looks like a fairly comprehensive RTRT implementation, something developers can hopefully finetune themselves, which is vital for console optimisation.
 
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