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  1. Discussion RDNA4 + CDNA3 Architectures Thread

    Nice patents revealed recently. TRAVERSAL ENGINE looks like something AMD needs most.
  2. Discussion RDNA4 + CDNA3 Architectures Thread

    Maybe AMD should merge LDS and two separate L0 cache slices in a WGP, practically doubling L0 without more transitors just as Nvidia did with Turing. Radeon GPU Profiler indicates that most workloads use very little LDS or not at all. In Nvidia's architectures, unused LDS (what Nvidia calls...
  3. Question Speculation: RDNA3 + CDNA2 Architectures Thread

    Forgot to mention that the graphs are average bandwidth required per frame. A single frame consists of thousands of workloads, and their characteristics are all seem to be different. While some workloads mostly rely on L0, there's certainly a number of workloads where L0 and L1 can't do...
  4. Question Speculation: RDNA3 + CDNA2 Architectures Thread

    According to AMD, a cache request shown in its profiling tool is 64 Bytes or 128 Bytes. 128 Bytes for vector memory and 64 Bytes for Instruction/Scalar. So why not calculate data transferred in real world scenarios? Wrote a simple program that calculates bandwidth with given values. I...
  5. Poll: Do you care about ray tracing / upscaling?

    I believe computer graphics seek realism, so I voted for ray tracing, but not for upscaling. I just don't like bad implementations full of noise and artifacts like in the pic.
  6. 8GB VRAM not enough (and 10 / 12)

    I don't want to blame other reviewers, but DF seems crooked to me. If they care about image quality so much, they must have found 8GB of VRAM being insufficient in Shadow of the Tomb Raider, Doom Eternal and Control with ray tracing on. All of them are Nvidia-sponsored games, and DF looked the...
  7. 8GB VRAM not enough (and 10 / 12)

    Sorry, forgot to add specs and settings. CPU: 5800X RAM: 32GB 3200MHz (8GB*4) GPU: 6900 XT Resolution: 1440p Graphics settings: a mix of Ultra and High options 10.39 GiB is allocated in total and 8.4 GiB is bound in the Last of Us.
  8. 8GB VRAM not enough (and 10 / 12)

    I was playing TLOU and unfortunately game crashed in 17 minutes (1020 seconds). This game is more consistent, but the image suggests a few minutes still isn't enough.
  9. Discussion [WCCFTech] What’s Up With The Missing NVIDIA DLSS Support In AMD Sponsored FSR Titles?

    I don't even think of upscalers. They're for consoles, not PC, but if devs think FSR is good enough, why would they make extra efforts for another upscaler? Also, I don't trust these allegations without proof. I'm a simple guy. I'd like to see actual numbers and evidence.
  10. Discussion [WCCFTech] What’s Up With The Missing NVIDIA DLSS Support In AMD Sponsored FSR Titles?

    Why would anyone expect a proprietary technology to be accepted as much as an open-source one? If devs prefer FSR over DLSS, Nvidia is the one to blame for not opening DLSS. Simple as that.
  11. 8GB VRAM not enough (and 10 / 12)

    I measured VRAM usage in several games (pic is Shadow of the Tomb Raider), and noticed that you have to play games for at least 20 minutes for accurate usage. No reviewers could've done it in a single game before the 4060 Ti launch.
  12. Discussion [WCCFTech] What’s Up With The Missing NVIDIA DLSS Support In AMD Sponsored FSR Titles?

    If you're so upset about it, why don't you go ask Nvidia to open it? If it were an open source technology, it would've been more widely used, don't you think?
  13. Question Speculation: RDNA3 + CDNA2 Architectures Thread

    I ran Lies of P's demo with my 6800. Half of the pipelines in a single frame don't have enough registers, resulting in incomplete occupancy. I'm getting jelly of RDNA 3's registers and caches. If N22 is correctly priced and clocked, it should be an attractive product with 16GB VRAM.
  14. 8GB VRAM not enough (and 10 / 12)

    Launching GPUs with insufficient VRAM is like a legal driver cheat IMO.
  15. Question Speculation: RDNA3 + CDNA2 Architectures Thread

    I thought RDNA 3 was a failure at first, but seeing my RDNA 2 GPU suffer from a lack of registers over and over changed my mind. AMD was right to increase VGPR in RDNA 3. TLOU loves the register-hungry wave64 mode. 8 WGPs per SE in 2023 is still odd though.
  16. Question Speculation: RDNA3 + CDNA2 Architectures Thread

    Reading a dozen of modern game profiles, I've formed an opinion that all RDNA GPUs should've been 12 WGPs per SE like XSX or Ada. Radeon GPU Profiler shows how long your GPU spends with the fixed-function units in a single frame. They're only busy during vertex shaders, and after vertex shaders...
  17. Question Speculation: RDNA2 + CDNA Architectures thread

    The benchmark is clearly provided by AMD. Compare the numbers to the ones from AMD's slide announced in March 3 and you'll see they're equal. https://www.anandtech.com/Gallery/Album/7936#14 Considering SAM is enabled, the 6700 XT should be between 3060 Ti and 3070.
  18. Question Speculation: RDNA2 + CDNA Architectures thread

    The 6700 XT is expected to boost higher than Navi 21. Even an AMD slide shows performance per clk starts to slow down from 2200MHz. Imo 6700 XT absolutely needs a 192-bit bus + 96MB L3 cache if its boost clock is really 2500MHz. It'll be just as good as 3060 Ti at best though.
  19. Question 'Ampere'/Next-gen gaming uarch speculation thread

    Those "leakers" are the same. They change their statements every time. Kopite, he doesn't seem to be legit. He said 3080 Ti would be 384-bit 12GB and that it would be 320-bit 20GB later and then it could be a new GA103-based chip. Why would NVIDIA design another silicon with 6 GPCs when they...
  20. AMD 6000 reviews thread

    I've finally run Watch Dogs 2 as the Polish review suggests the 6800XT performs really badly in the game, but it's actually not true. The average fps I got is 100.9 at the same Ultra preset. I'm 8 hours in so I don't think there are better results out there. Of course, fps drops to 70 in most...
  21. Question Speculation: RDNA2 + CDNA Architectures thread

    The 6800 has one entire Shader Engine disabled, hence 3 rasterizers/3 prim units/192 Z/Stencil ROPs, while the 5700 XT enjoys 4/4/256. Also 16Gbps vs 14Gbps on 5700 XT despite 50% higher CU count. IC just mitigates lower bandwidth per CU. 3DMark doesn't matter. My 6800 hardly ever boosts to...
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