AMD Polaris Thread: Radeon RX 480, RX 470 & RX 460 launching June 29th

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trane

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May 26, 2016
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AMD's usually horrible marketing has finally done a decent job with this launch. I love that sites under NDA are now officially allowed to tease some things about the card. Earlier it was all information at NDA, but absolute silence till then. Also, top move in prioritising on Youtube reviewers etc over grumpy old hags like Kyle@[H]. That is where the next generation of gamers are coming from. They really did get a lot of interest from the tease at Linus from people who would usually just blindly buy Nvidia defacto.
 

zinfamous

No Lifer
Jul 12, 2006
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Perf/$ or value is not based on second hand prices from friends. It's based on average retail prices.

The best part is that his friend turned that $430 and likely upgraded to a 1070 knowing it would be out soon. Talk about a smart upgrade path.
 
May 11, 2008
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The best part is that his friend turned that $430 and likely upgraded to a 1070 knowing it would be out soon. Talk about a smart upgrade path.

That would really be friendship.
Hahaha.




Where is the vaseline ?
:biggrin:


Threadcrapping and trolling are not allowed
Markfw900
 
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zinfamous

No Lifer
Jul 12, 2006
110,804
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No we call them con artists when they are selling full priced game with barebones content and ask us to spend 1000$ on cpu to play what is over glorified indie game.

Pretty sure no one asked you to do anything, much less demanded.
 

renderstate

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Apr 23, 2016
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Using out of order execution in massively parallel application is not a very smart thing to do. OOOE speculatively extracts parallelism out of a serial program. It tends to be power hungry, expensive and complicated. Doesn't really make sense in real time graphics where parallelism is widely available and easy to extract.
 
May 11, 2008
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Using out of order execution in massively parallel application is not a very smart thing to do. OOOE speculatively extracts parallelism out of a serial program. It tends to be power hungry, expensive and complicated. Doesn't really make sense in real time graphics where parallelism is widely available and easy to extract.

It could be but for the bolded part :
That is the opposite what AMD states. Hence why they promote asynch compute.

I do wonder how pascal does get to the amazing computational ability.
I wonder how the smm work at the detail.

edit :
Then again, with asynch compute, OOOE might be more necessary then you expect.
 
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itsmydamnation

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Feb 6, 2011
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Using out of order execution in massively parallel application is not a very smart thing to do. OOOE speculatively extracts parallelism out of a serial program. It tends to be power hungry, expensive and complicated. Doesn't really make sense in real time graphics where parallelism is widely available and easy to extract.

OOOE can mean many thing and doesn't have to speculate. Also the OOOE could be for something like the scalar unit not the Vector unit.
 
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About ooo

http://gpuopen.com/unlock-the-rasterizer-with-out-of-order-rasterization/

Written by amd engineer.

Up to 10% perf benefit.
Look at last comment btw.

I will read that. Thank you.

edit :

Full-speed, out-of-order rasterization

If you’re familiar with graphics APIs, you’re certainly aware of the API ordering guarantees. At their core, these guarantees mean that if you put two triangles into the pipeline one after the other, they will also end up in the framebuffer in exactly the same order. This makes it possible, for instance, to sort transparent geometry by depth and get the correct blending.

While this guarantee is usually necessary for correctness, it’s often an unnecessary constraint. If you’re laying down a G-Buffer without blending, for example, you typically don’t care about a specific rasterization order. The same commonly applies to depth-only rendering operations. For those cases, GCN hardware supports a special “out-of-order” rasterization mode which does exactly what the name implies: it relaxes the ordering guarantee, and allows fragments to be produced out-of-order. This can improve efficiency in various cases, and in fact, the driver will try to enable it automatically when it is safe to do so.



However, there are some cases when forcing Out of Order Rasterization at the driver level is not safe. For instance, if you’re rendering with a less-or-equal depth test. In this case, out-of-order rendering will produce different results, as any geometry which is Z-fighting in the less-or-equal case is no longer guaranteed to produce the same results. Because you probably don’t care about the specific pattern of your Z-buffer artifacts (or you know that your scene doesn’t produce them) enabling out-of-order rasterization manually is fine – but it’s a case where the driver can’t do it.

Today, we’re introducing a new Vulkan extension, VK_AMD_rasterization_order which allows you to control out-of-order rendering on a per-draw-call basis. It’s a new rasterization state, which you can turn on for everything that does not require strict primitive ordering. This will be generally every G-Buffer pass, all shadow map rendering, and passes that enable commutative blending. In those cases, you can turn on RELAXED order.

....


From the comments :
Finally! This is really useful. On what hardware is this working? Does GCN “1.0” support this?

GCN 1.0 and higher, but not all cards benefit from it.

What would they mean with : "but not all cards benefit from it ".

Different GCN versions ? Or different vendors ?
 
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antihelten

Golden Member
Feb 2, 2012
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Excuse my ignorance. How can you possibly judge framerate using video which is recorded at 30fps? Anything above 30fps and you would not see a difference.

Recorded at 30 FPS and then played back at something that looks like 2x speed. It's impossible to tell anything about smoothness from that video.
 

krumme

Diamond Member
Oct 9, 2009
5,956
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I will read that. Thank you.

edit :




From the comments :




What would they mean with : "but not all cards benefit from it ".

Different GCN versions ? Or different vendors ?
The frontend of pitcairn is similar to tahiti. So my guess is the assymmetri here gives a difference in how the SE can be fed and utilized?
 
May 11, 2008
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May 11, 2008
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OOOE can mean many thing and doesn't have to speculate. Also the OOOE could be for something like the scalar unit not the Vector unit.

I am trying to understand this, so do not hold it against me when i am totally wrong.
I read in the gcn white paper from AMD that the scalar unit is mostly for control flow and address calculation and generation and not actually graphics or shader calculations.

Are the scalar unit instructions that control the flow of instructions for the vector units not better suited to be executed out of order ? I can imagine that doing pipelined arithmetic instructions in the vector unit would indeed be difficult to execute out of order. Because i assume, the instructions would be very dependent on the previous results from previous instructions would. That would mean a lot of instructions need to be tracked before independence would be discovered and that may reduce efficiency. Something a compiler may be better at.

That would agree with what you write.
 
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Face2Face

Diamond Member
Jun 6, 2001
4,100
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Yea that seems good buy overwatch isn't very taxing. I think my brother can play that on his gtx 660 or whatever he has that came with the Dell.

Keep in mind @ 4K max settings. At that res it's still pretty taxing. Of course without seeing the FPS, it's pointless, but it's certainly looks pretty smooth.
 
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