BTW to Jeff and other this is updated paper from John sell
please dont use Hotchip one
as it is not even tell the true story of X1
this is the preprint version
of John sell with 2nd texture cache goes to CUs
means there is 4 block
also remember texture cache only goes to CUs
the 768 operation people talk about for 1.2-1.3TF
is only for producer part
MS not even talk about the vector part
so yes in this POV MS said the GPU of course 1.2
but basically that is Scalar or producer part of the GPU
not vector part which is basically extension like they dis on X360
this is preprint version of IEEE
you can get the full pdf if you pay
but i have it i will upload it later on
in the mean time the pre print of more tech detail of X1
include 16 VA (GPUMMU)
GCN currently only has 1 VA (include PS4)
www.computer.org/csdl/mags/mi/preprint/06756701.pdf
the actual X1 from updated john sell pdf is like this
compare to hotchip you see they add more detail
now want to know real spec of X1
this is from XDK
===========================
BTW, TCP is part that goes to 2nd texture cache
each TCP correcpondence with 1 CU per XDK (but this part clocked half)
without wddm 2.0 basically this part is off limit
sure DX12 not make X1 magically have more hardware
it is already there
DX12 or W10 or WDDM2.0 is needed to correctly accessing X1 hardware
(for me , it is also because MS dont want to describe it, as what
they done just like hololens is basically bit forward thinking,
so they dont want to explain, why bit by bit they can do
- streaming
- improving performance
-BC
etc
*) from XDK , you notice, the CB DB is a block,
*) also look at the VGT vs PS4 = only 2
*) also SQ = 32, PS4 =18, as SQ normally per CU, but X1 seems detached and put to scalar block (CPU like core)
*) the real deal is why XDK said there is 2 type L2, you see there is 4 GDS, yep, PS4 only has 1 GPU block = 1GDS
please dont use Hotchip one
as it is not even tell the true story of X1
this is the preprint version
of John sell with 2nd texture cache goes to CUs
means there is 4 block
also remember texture cache only goes to CUs
the 768 operation people talk about for 1.2-1.3TF
is only for producer part
MS not even talk about the vector part
so yes in this POV MS said the GPU of course 1.2
but basically that is Scalar or producer part of the GPU
not vector part which is basically extension like they dis on X360
this is preprint version of IEEE
you can get the full pdf if you pay
but i have it i will upload it later on
in the mean time the pre print of more tech detail of X1
include 16 VA (GPUMMU)
GCN currently only has 1 VA (include PS4)
www.computer.org/csdl/mags/mi/preprint/06756701.pdf
the actual X1 from updated john sell pdf is like this
compare to hotchip you see they add more detail
now want to know real spec of X1
this is from XDK
===========================
BTW, TCP is part that goes to 2nd texture cache
each TCP correcpondence with 1 CU per XDK (but this part clocked half)
without wddm 2.0 basically this part is off limit
sure DX12 not make X1 magically have more hardware
it is already there
DX12 or W10 or WDDM2.0 is needed to correctly accessing X1 hardware
(for me , it is also because MS dont want to describe it, as what
they done just like hololens is basically bit forward thinking,
so they dont want to explain, why bit by bit they can do
- streaming
- improving performance
-BC
etc
*) from XDK , you notice, the CB DB is a block,
*) also look at the VGT vs PS4 = only 2
*) also SQ = 32, PS4 =18, as SQ normally per CU, but X1 seems detached and put to scalar block (CPU like core)
*) the real deal is why XDK said there is 2 type L2, you see there is 4 GDS, yep, PS4 only has 1 GPU block = 1GDS
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