AMD Radeon RX Vega 64 and 56 Reviews [*UPDATED* Aug 28]

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Mar 10, 2006
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"Don't believe the framerates you saw in that demo, it's running using Fiji drivers!"

"The drivers are in debug mode, so that's cutting performance in half!"

And plenty of other nonsensical claims that came from people praying, wishing, and hoping that the cold hard truth wasn't so.

Vega is what it is -- a power hungry GTX 1080 from AMD.
 

Hitman928

Diamond Member
Apr 15, 2012
5,593
8,770
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"Don't believe the framerates you saw in that demo, it's running using Fiji drivers!"

"The drivers are in debug mode, so that's cutting performance in half!"

And plenty of other nonsensical claims that came from people praying, wishing, and hoping that the cold hard truth wasn't so.

Vega is what it is -- a power hungry GTX 1080 from AMD.

So how is a business discussion of MSRP and product refreshes doing this?
 

Rasterizer

Member
Aug 6, 2017
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From Sebbi
First of all, you have selectively quoted Sebbi in such a fashion as to mislead readers of this thread as to the overall thrust of his comments, which concluded that Vega would very much benefit from improved polygon throughput, and secondly you omitted to inform anyone here that Sebbi made those comments prior to being informed that primitive shaders were not yet enabled at all in Vega's driver.

This is the full quote from Sebbi:
You can't calculate triangle/primitive throughput like this anymore. Modern games don't spend their whole frame time rasterizing geometry. Lighting, post processing, etc take significant chunk of GPU time (up to 50%), and during that time the geometry pipelines are idling. Only a small part of the frame is geometry bound. Shadow map rendering is the most geometry bound step. G-buffer rendering tends to also be partially geometry bound (no matter how fat pixels), since there tends to be lots of triangles submitted that result in zero pixel shader invocations (backfacing or earlyZ/hiZ rejected). For example drawing a high poly character behind a nearby corner would cause 100k vertex shader invocations, but zero pixel shader invocations. This draw call would cause a bubble in GPU utilization, since the geometry pipeline can't process these triangles fast enough to go through these triangles before the existing pixel shader work (from previous draw calls) finish executing (on the CUs). I have found out that on GCN2, vertex shader work can only utilize roughly two CUs in common case (geom pipes simply can't feed more vertex waves). Remaining (=most) CUs will idle if there's a big chunk of sequential triangles which generate no pixel shader invocations. This is one of the reasons why you want to cull the triangles early, to avoid underutilizing the GPU.

Slide 12 of this presentation is a good example:
https://frostbite-wp-prd.s3.amazonaws.com/wp-content/uploads/2016/03/29204330/GDC_2016_Compute.pdf

Here you can see that the GPU occupancy is very low in a part of the G-buffer rendering step where most of the geometry is occluded. The green part of the occupancy graph is the vertex shader work. As you can see, VS occupancy never goes above a certain (small) portion of the whole GPU. GCN simply needs lots of pixel shader work to saturate the GPU when it is rendering geometry that results in small amount of visible pixels. This is also the main reason why async compute helps GCN so much. CUs can simply execute background compute shader work when there's not enough pixel waves spawned.

Async compute also has another advantage. It allows the developer to keep geometry units active for larger portions of the frame, because you can freely overlap compute with graphics. You don't need to dedicate a big chunk of GPU time to non-rasterization work (post processing and lighting). You can overlap this work with geometry heavy work to reduce both the time when geometry units are idling and the time when CUs are idling. This is one advantage that AMD has over the competition. Games could spend the whole frame submitting both geometry work and compute work. This way geometry units can be utilized during the whole frame (instead of <50% of the frame). The downside is unfortunately that AMD has been behind Nvidia in geometry performance, so you need to use techniques like this to reach parity, instead of gaining big advantages. Polaris improved things a bit, and Vega should improve things further, but so far the results haven't been as good as I had hoped. I would guess that the primitive shaders and DSBR still need some additional driver work to show their full potential. I just hope (for AMDs sake) that they don't need to write custom profiles for each game to utilize these... AMD simply doesn't have as much resources as Nvidia to optimize individual titles separately.

And for particular emphasis:
The downside is unfortunately that AMD has been behind Nvidia in geometry performance, so you need to use techniques like this to reach parity, instead of gaining big advantages. Polaris improved things a bit, and Vega should improve things further, but so far the results haven't been as good as I had hoped. I would guess that the primitive shaders and DSBR still need some additional driver work to show their full potential.
Note again that Sebbi was unaware that primitive shaders had not been enabled yet at all when he wrote this comment. If you want to see how excited Sebbi is by the possibilities of Vega's NGG fast path you can read his comments in this thread after Ryan Smith (you all may have heard of him) finally confirmed on the record that primitive shaders were not enabled in Vega's public drivers here.
 

geoxile

Senior member
Sep 23, 2014
327
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Actually, after reading that it sounds like improved geometry throughput will help. Sounds like GCN has a lot of troubles.

The gist seems to be that unseen geometry is a huge waste because it takes up CU time to render nothing (since it's never shaded) and forces other CUs to idle because the work doesn't fill up the wavefronts. He also mentions that the geometry engine can't finish processing the geometry due to unseen geometry before the pixel shader work is done, which implies the CUs end up waiting for more work to be issued.

Increased geometry throughput should greatly increase gcn's ability to cull the unseen geometry and improve the feeding of shaders. And obviously improved work distributor will help fill wavefronts.

At least that's how I understood it. Not entirely sure though
 

Phynaz

Lifer
Mar 13, 2006
10,140
819
126
First of all, you have selectively quoted Sebbi in such a fashion as to mislead readers of this thread as to the overall thrust of his comments

I did no such thing. I used his post to refute your claim that Vega is front end geometry bound.

Now you're trying to move the goalposts.

Whatever happened to when you posted this?
If RX Vega turns out to not be any faster at all than Vega FE, then pretty much the entirety of RTG needs to get fired. The scale of failure implied would be so enormous that I'm going to hold off judgement until I see actual independent benchmarks. This would also mean that the multiple reports of an improvement in hashrate are also totally false and that RX Vega will end up no better at mining than FE is.

You fell for AMD marketing once, don't make same the mistake a second time.
 
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Rifter

Lifer
Oct 9, 1999
11,522
751
126
You fell for AMD marketing once, don't make same the mistake a second time.

This i think is the heart of the situation/discussion.

On one side you have the people who are drinking the AMD kool-aid and buying into AMD's marketing, and expecting huge performance boosts from these missing at launch features.

Then on the other side you have the realists, who are basing their expectations on reality and provable performance in reviews/benchmarks as well as past AMD launches and how they went and how hardware has progressed over time in the past.

Unfortunately its hard to convince people who buy into fairy tales that the Easter bunny isnt real.
 
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kawi6rr

Senior member
Oct 17, 2013
567
156
116
How is it false? The 56 is not higher performaing than the 1080,1080
Ti. And the 56 is not cheaper or lower power usage vs the 1070 its competing directly with.
In your statement you said "offerings" meaning 1070, 1080, 1080ti so yes part of your statement is false which I specifically stated. Vega 56 has more performance then the 1070 which you left out of your statement above but in your original statement you said that the 1070 out performed the Vega 56.
 

Phynaz

Lifer
Mar 13, 2006
10,140
819
126
Actually, after reading that it sounds like improved geometry throughput will help. Sounds like GCN has a lot of troubles.

The gist seems to be that unseen geometry is a huge waste because it takes up CU time to render nothing (since it's never shaded) and forces other CUs to idle because the work doesn't fill up the wavefronts. He also mentions that the geometry engine can't finish processing the geometry due to unseen geometry before the pixel shader work is done, which implies the CUs end up waiting for more work to be issued.

Increased geometry throughput should greatly increase gcn's ability to cull the unseen geometry and improve the feeding of shaders. And obviously improved work distributor will help fill wavefronts.

At least that's how I understood it. Not entirely sure though

What Sebbi is detailing is just one step in the G-buffer (deferred) rendering process and how a weakness in the GCN architecture bottlenecks that step. Note he says "G-buffer rendering tends to also be partially geometry bound".
 

maddie

Diamond Member
Jul 18, 2010
4,787
4,771
136
I did no such thing. I used his post to refute your claim that Vega is geometry bound.

Now you're trying to move the goalposts.

Whatever happened to when you posted this?


You fell for AMD marketing once, don't make same the mistake a second time.
Maybe, just maybe, he's not locked into an ideology.
 

Rasterizer

Member
Aug 6, 2017
30
48
41
I did no such thing. I used his post to refute your claim that Vega is geometry bound.
The full text of his post reaches the exact opposite of what you assert, and you also concealed that he wasn't even aware that the feature wasn't enabled yet when he made that comment.

You fell for AMD marketing once, don't make same the mistake a second time.
Interestingly enough, when RX Vega launched without substantively improved performance I started investigating why that was case.

Yes, if RTG had developed RX Vega without any attempt to address Fiji's front end bottleneck issues, then heads would have needed to roll at RTG because it would have been monumentally stupid. It's just that, at the time I'd made my earlier post, it didn't even occur to me that RTG would hard launch RX Vega with the drivers missing core uarch features. As it turns out, the subsequent publishing of the whitepaper made it clear that RTG had, in fact, made addressing that front end bottleneck a core aspect of Vega's uarch. Fortunately, by actually examining the available evidence rather than uselessly garbageposting about it, it was possible to deduce that primitive shaders must not have been enabled yet given the identity between the culled polygon throughput results in the Beyond 3D Suite and the Fiji and Vega native paths shown in the Vega whitepaper.

In the end it was directly my trying to figure out what was going on with RX Vega's performance that led to Ryan Smith and several others to finally confirm on the record that primitive shaders were not enabled RX Vega's public drivers.

This i think is the heart of the situation/discussion.

On one side you have the people who are drinking the AMD kool-aid and buying into AMD's marketing, and expecting huge performance boosts from these missing at launch features.

Then on the other side you have the realists, who are basing their expectations on reality and provable performance in reviews/benchmarks as well as past AMD launches and how they went and how hardware has progressed over time in the past.

Unfortunately its hard to convince people who buy into fairy tales that the Easter bunny isnt real.
Whitepapers are not marketing. The entirety of your claim boils down to simply asserting that RTG is lying outright in their white paper and that primitive shaders either don't exist, or can't deliver even half of the claimed benefits. Do you have any evidence that RTG is lying in its Vega whitepaper or that it is lied previously in technical whitepapers?
 

Rifter

Lifer
Oct 9, 1999
11,522
751
126
In your statement you said "offerings" meaning 1070, 1080, 1080ti so yes part of your statement is false which I specifically stated. Vega 56 has more performance then the 1070 which you left out of your statement above but in your original statement you said that the 1070 out performed the Vega 56.

This is my original statement:

Right, so you agree with me that Vega was a failure and cannot compete with current Nvidia offerings either in perf/watt or overall performance. And at current street prices not in perf/$ either.

Nowhere in it do i claim that the 1070 is faster than the 56, i never even mention a model for either vega or pascal.

I claim that Vega cannot compete with Nvidias current offerings in overall performance, this is a true statement, they have nothing to compete with the 1080Ti, or Titan.
I claim that they cannot compete in perf/watt, this is also a true statement.
I claim that at current street prices they do not compete in perf/$ either. Also, at least in my country, a true statement.
 
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Phynaz

Lifer
Mar 13, 2006
10,140
819
126
In the end it was directly my trying to figure out what was going on with RX Vega's performance that led to Ryan Smith and several others to finally confirm on the record that primitive shaders were not enabled RX Vega's public drivers.

Oh, it was you that drove those determinations. Cool. Who else besides Ryan were you in contact with?
 

Rifter

Lifer
Oct 9, 1999
11,522
751
126
Whitepapers are not marketing. The entirety of your claim boils down to simply asserting that RTG is lying outright in their white paper and that primitive shaders either don't exist, or can't deliver even half of the claimed benefits. Do you have any evidence that RTG is lying in its Vega whitepaper or that it is lied previously in technical whitepapers?


Whitepapers, until they are backed up by benchmarks and real world testing(by independent third parties), are exactly marketing material.
 
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Rasterizer

Member
Aug 6, 2017
30
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Oh, it was you that drove those determinations. Cool. Who else besides Ryan were you in contact with?
Feel free to go read the thread on the Beyond 3D Forum for yourself here, where I started the argument about whether primitive shaders were or were not enabled in Vega's public drivers on page 57 that continued until Ryan Smith confirmed that they were not enabled in Vega's public drivers on Page 59:
Ryan Smith said:
Quick note on primitive shaders from my end: I had a chat with AMD PR a bit ago to clear up the earlier confusion. Primitive shaders are definitely, absolutely, 100% not enabled in any current public drivers.

The manual developer API is not ready, and the automatic feature to have the driver invoke them on its own is not enabled.
 

Rifter

Lifer
Oct 9, 1999
11,522
751
126
Well some of us gained some extra insight the last few days.

If there is any benchmarks to backup this extra insight please post them, i would love to be proved wrong on my expectations for vega and avoid paying the Gsync tax when i upgrade monitors.
 

kawi6rr

Senior member
Oct 17, 2013
567
156
116
Right, so you agree with me that Vega was a failure and cannot compete with current Nvidia offerings either in perf/watt or overall performance. And at current street prices not in perf/$ either.

Vega can't compete with Nvidia offerings and you specifically state overall performance separate from perf/watt.

Nvidia offerings did not include the 1070 in your statement above?
Vega did not include the 56?

I'm just going off of what you actually said not what you're trying to talk around.
 

Rasterizer

Member
Aug 6, 2017
30
48
41
Whitepapers, until they are backed up by benchmarks and real world testing(by independent third parties), are exactly marketing material.
Once again, do you have any evidence whatsoever to support your implicit claim that RTG is lying in the Vega whitepaper about primitive shaders existing or being capable of delivering even half of their claimed culled polygon throughput improvements? Do you have any evidence that RTG has previously outright lied in its whitepapers? Described features which don't exist?
 
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Rifter

Lifer
Oct 9, 1999
11,522
751
126
Vega can't compete with Nvidia offerings and you specifically state overall performance separate from perf/watt.

Nvidia offerings did not include the 1070 in your statement above?
Vega did not include the 56?

I'm just going off of what you actually said not what you're trying to talk around.

I posted what i actually said again, i suggest you read it. Nvidia offerings and Vega offerings include all models from both camps. i even broke it down for you in my last reply, im not sure how much more clearly i can say it.

edit to add last post about this to this one for clarification.

Right, so you agree with me that Vega was a failure and cannot compete with current Nvidia offerings either in perf/watt or overall performance. And at current street prices not in perf/$ either.

I claim that Vega cannot compete with Nvidias current offerings in overall performance, this is a true statement, they have nothing to compete with the 1080Ti, or Titan.
I claim that they cannot compete in perf/watt, this is also a true statement.
I claim that at current street prices they do not compete in perf/$ either. Also, at least in my country, a true statement.
 
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Rifter

Lifer
Oct 9, 1999
11,522
751
126
Once again, do you have any evidence whatsoever to support your implicit claim that RTG is lying in the Vega whitepaper about primitive shaders existing or being capable of delivering even half of their claimed culled polygon throughput improvements? Do you have any evidence that RTG has previously outright lied in its whitepapers? Described features which don't exist?

Im not claiming they are lying, yet anyways, time will tell on that it could go either way. Ive already stated many times that i have no doubt features are disabled currently.

Im claiming that until we have proof that these features work as intended and much more importantly than just working and being enabled that they perform as intended in real games and actually offer a substantial boost in performance in the real world, that we should wait and see what happens, and not buy into the AMD marketing teams claims, until such time as they can back up those claims with real world performance numbers. Basically put me in the i need to see proof to believe it category, I dont blindly trust any companies marketing departments for any products.
 
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cfenton

Senior member
Jul 27, 2015
277
99
101
This same pricing argument was stated before the Polaris and Ryzen launch. A few laughed at the possibility of a $200 Polaris and a $500 Ryzen.The new AMD management appears to be approaching pricing differently than the past, at least until marketshare improves. For certain, they have set up R&D and production to be very lean, and I'm certain that quite a few will also say that the marketing dept might be too lean.

We'll see.

Ryzen is a genuinely impressive product. I'm using an R7 1700 in my main machine. But, AMD desperately needed to have a good CPU launch since they'd been all but absent from the CPU market for half a decade. Bulldozer was a sad joke compared to what Intel had. I applaud their aggressive CPU pricing, but I don't think they are in the same position in the GPU space. Fury was competitive with the 980ti, or at least not way behind. Similarly, Polaris was never really $200, unless you were incredibly lucky. They only made a few of those 4GB cards and they were impossible to find shortly after launch. At the real price, $250, they were basically in line with Nvidia's pricing.

I just can't see AMD launching a flagship GPU they expect to perform significantly better in the near future for hundreds of dollars less than the competition costs for the same performance. They could just hold onto it for a bit longer and release it when it can actually compete with the 1080TI. They could sell it at $599 and still undercut the 1080TI. The only reason to price so aggressively, as you say, is to pick up marketshare. But they won't pick up marketshare with Vega in its current state because it doesn't undercut the card it's actually competing with (the 1080). It's also really hard to change the perception of a card after it launches to bad to mediocre reviews. If Vega got an update that suddenly made it compete with the 1080TI, that might be enough to change perceptions, but it would have been a lot better to just release the card when it could compete and get good to awesome reviews in the first place.
 
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krumme

Diamond Member
Oct 9, 2009
5,956
1,595
136
If there is any benchmarks to backup this extra insight please post them, i would love to be proved wrong on my expectations for vega and avoid paying the Gsync tax when i upgrade monitors.
The reason you stay here is because you also have a feeling something is missing and its out if the ordinary. So just let it go.

We dont know what performance it will give but its imo better to take a slight positive approach than the opposite.

I trust Zlatan because his prior predictions have been good as i can tell. Even for far longer term than this. If he says what Vega needs is ngg and psedo channel enabled and his guess is nov/dec for the ngg i think its as solid a guess we can get.
 
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kawi6rr

Senior member
Oct 17, 2013
567
156
116
I posted what i actually said again, i suggest you read it. Nvidia offerings and Vega offerings include all models from both camps. i even broke it down for you in my last reply, im not sure how much more clearly i can say it.

edit to add last post about this to this one for clarification.



I claim that Vega cannot compete with Nvidias current offerings in overall performance, this is a true statement, they have nothing to compete with the 1080Ti, or Titan.
I claim that they cannot compete in perf/watt, this is also a true statement.
I claim that at current street prices they do not compete in perf/$ either. Also, at least in my country, a true statement.

Yet the V56 outperforms the 1070 and everything under it in outright performance... So part of your post is false, I'll say it for you since you're unable to admit you're not entirely correct.

Thanks that's all I was getting at.
 
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krumme

Diamond Member
Oct 9, 2009
5,956
1,595
136
Im not claiming they are lying, yet anyways, time will tell on that it could go either way. Ive already stated many times that i have no doubt features are disabled currently.

Im claiming that until we have proof that these features work as intended and much more importantly than just working and being enabled that they perform as intended in real games and actually offer a substantial boost in performance in the real world, that we should wait and see what happens, and not buy into the AMD marketing teams claims, until such time as they can back up those claims with real world performance numbers. Basically put me in the i need to see proof to believe it category, I dont blindly trust any companies marketing departments for any products.
When we look at the missing features and the performance profile - and especially inefficiency - of vega it adds up.
 
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