Radeon Vega Architecture Preview Thread

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linkgoron

Platinum Member
Mar 9, 2005
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I don't see how a 500+mm^2 Vega doesn't easily beat a 1080 and at least compete with a Titan XP.
 

Det0x

Golden Member
Sep 11, 2014
1,253
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Note, that may be only if the game is programmed to use primitive shaders.

Looking forward to the new Xbox scorpio games.. Seems like Vega is a keeper for the years to come.
 

swilli89

Golden Member
Mar 23, 2010
1,558
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Looking forward to the new Xbox scorpio games.. Seems like Vega is a keeper for the years to come.
Man if Xbox Scorpio uses even a small Vega well optimized with the features we learned about today it could be an insanely cool native 4k gaming machine. I really think Sony messed up the timing here with their Polaris based PS4 Pro. However this thread is about Vega so I digress...
 

Krteq

Senior member
May 22, 2015
993
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Note, that may be only if the game is programmed to use primitive shaders.
Nope, it's HW based, not needed to have support in SW.

From Ryan's article:
the updated geometry engines will also feature one more advancement, which AMD is calling the primitive shader. A new shader stage that runs in place of the usual vertex and geometry shader path, the primitive shader allows for the high speed discarding of hidden/unnecessary primitives. Along with improving the total primitive rate, discarding primitives is the next best way to improve overall geometry performance, especially as game geometry gets increasingly fine, and very small, overdrawn triangles risk choking the GPU.
 

Phynaz

Lifer
Mar 13, 2006
10,140
819
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Nope, it's HW based, not needed to have support in SW.

From Ryan's article:

From Tech Report's article:
(Emphasis is mine)

Today's Radeon GPUs retain fixed-function geometry-processing hardware in their front ends, but the company has observed that more and more developers have been doing geometry processing in compute shaders...

To accomodate developers' increasing appetite for migrating geometry work to compute shaders, AMD is introducing a more programmable geometry pipeline stage in Vega that will run a new type of shader it calls a primitive shader. According to AMD corporate fellow Mike Mantor, primitive shaders will have "the same access that a compute shader would have to coordinate how you bring work into the shader." Mantor also says that primitive shaders will give developers access to all the data they need to effectively process geometry, as well.

It sounds to me like developers need to due something to utilize this new shader type.
 

Glo.

Diamond Member
Apr 25, 2015
5,802
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From Tech Report's article:
(Emphasis is mine)



It sounds to me like developers need to due something to utilize this new shader type.
Factually you are both correct. Primitive Shaders give much more control over geometry pipeline to developers. For this, you would need an update to the game, that is correct. However, Primitive Shader job is also to cull objects invisible to the observer before they are even drawn. For that, you will need only Driver update, its hardware stuff.
 

Head1985

Golden Member
Jul 8, 2014
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So no better geometry performance than polaris.I dont like it because polaris is still very behind even GP106 in geometry performance...
That 2x geometry performance is only if developers optimize for vega...
The new programmable geometry pipeline on Vega will offer up to 2x the peak throughput per clock compared to previous generations by utilizing a new “primitive shader.” This new shader combines the functions of vertex and geometry shader and, as AMD told it to me, “with the right knowledge” you can discard game based primitives at an incredible rate. This right knowledge though is the crucial component – it is something that has to be coded for directly and isn’t something that AMD or Vega will be able to do behind the scenes.

Also 4x shader engines/geometry procesors are confirmed same as Fiji...


And most likely only 64rops.
 
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Azix

Golden Member
Apr 18, 2014
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So no better geometry performance than polaris.I dont like it because polaris is still very behind even GP106 in geometry performance...
That 2x geometry performance is only if developers optimize for vega...


Also 4x shader engines/geometry procesors are confirmed same as Fiji...


And most likely only 64rops.
how important is this?
 

dogen1

Senior member
Oct 14, 2014
739
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Wow, nice geometry throughput increase... so no more geometry bottleneck on AMD cards?

Geometry bound processes will still be geometry bound. Those should be much faster now though.

how important is this?

Pretty important. The biggest lead nvidia has is probably in geometry throughput.
 
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antihelten

Golden Member
Feb 2, 2012
1,764
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Those chip resistor packages look like 1.4mm with a 2.0 mm pitch between packages. That puts my estimate at about 25x19. But the spacing is not even so its really not much more than a guess. I cant see it being much over 500 though. How do we know those dies are 11.87mm?

It's the official package length for HBM2:

 

Paul98

Diamond Member
Jan 31, 2010
3,732
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Looks like it might be another situation where the hardware is going to be ahead of the software. So the performance will be lacking of it's full potential for a good amount of time, but will give good performance over a much longer period of time. If they work with the major engines to get at least partial functionality this might be quicker than with GCN.
 

zinfamous

No Lifer
Jul 12, 2006
111,131
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Looks like it might be another situation where the hardware is going to be ahead of the software. So the performance will be lacking of it's full potential for a good amount of time, but will give good performance over a much longer period of time. If they work with the major engines to get at least partial functionality this might be quicker than with GCN.

aye. If Vulcan takes off, this could be very good for Vega (though that still requires additional dev work beyond just "using Vulcan", right?). Vulcan and DX12, going forward, is where this design investment will matter. At least Vega is positioned within the same timeframe of the API(s) best addressed to utilize the hardware, unlike AMD's previous cards that were years ahead of their respective APIs at release. We already see 480 and even earlier generations of GCN cards stepping forward with better drivers and better DX12 implementation, so while it's safe to say that Vega will likely see similar issues of underutilized goodies and punching below its potential, it will also probably mature a bit faster than have its predecessors.
 

Headfoot

Diamond Member
Feb 28, 2008
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I think its a foregone conclusion that we will see the feature get used eventually, since both the console refreshes are using Vega derived hardware. So PC will follow the console development arc like it did before, in all likelihood
 

MrTeal

Diamond Member
Dec 7, 2003
3,606
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I chatted with Scott Wasson and other AMD reps yesterday at CES and have published my coverage here:

http://techbuyersguru.com/ces-2017-amds-ryzen-and-vega-revealed

While Scott provided me the full rundown on the architecture, I was able to glean a bit more on Vega based on demos and a bit of deduction.
Did you get a chance to ask if adding support for some of these new features is something AMD can do for AAA titles using shader replacement in game ready drivers, or are they more fundamental than that?
 

Termie

Diamond Member
Aug 17, 2005
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Did you get a chance to ask if adding support for some of these new features is something AMD can do for AAA titles using shader replacement in game ready drivers, or are they more fundamental than that?

All I was told was that some of the features work on hardware, while others will either require driver or game developer support. Scott even hinted at another effort like AMD's Mantle, but focused on Vega.
 

sm625

Diamond Member
May 6, 2011
8,172
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Since it appears no one has posted this, I went ahead and rotated the best image of vega I could find:



It is actually still off by a tiny amount, and it is also not exactly flat with respect to the camera lens, but its close enough for government work. My best pixel analysis yields a die size of 542 sq mm +/- 3.

I used both dies as a reference to get a more accurate result
Right die = (9*3*11.87/12)*(6.83*3*11.87/12) = 541.3
Left die = (9*3*11.87/12)*(6.86*3*11.87/12) = 543.7
 

Headfoot

Diamond Member
Feb 28, 2008
4,444
641
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Since it appears no one has posted this, I went ahead and rotated the best image of vega I could find:



It is actually still off by a tiny amount, and it is also not exactly flat with respect to the camera lens, but its close enough for government work. My best pixel analysis yields a die size of 542 sq mm +/- 3.

I used both dies as a reference to get a more accurate result
Right die = (9*3*11.87/12)*(6.83*3*11.87/12) = 541.3
Left die = (9*3*11.87/12)*(6.86*3*11.87/12) = 543.7

It's a fat die, that's for sure. My wallet is already making itself ready for one of the two big chips to come find a home in my PC either this or GP102
 

Azix

Golden Member
Apr 18, 2014
1,438
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how many compute units would be in this though. 14 nm 500+mm^2. not likely 4096 right?

Geometry bound processes will still be geometry bound. Those should be much faster now though.



Pretty important. The biggest lead nvidia has is probably in geometry throughput.

in useful cases, not just "I want 64 x tessellation and i will have it!"
 
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MrTeal

Diamond Member
Dec 7, 2003
3,606
1,806
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how many compute units would be in this though. 14 nm 500+mm^2. not likely 4096 right?



in useful cases, not just "I want 64 x tessellation and i will have it!"
Most people are thinking that there are 4096 CU in this, based on information that's been provided about the FirePro adapters. The numbers honestly don't add up for me, TBH. The rational for that is the scaling that AMD got with Polaris. It wasn't as good as expected, but they still got 2304 CUs and a 256-bit bus into a 232mm² die. A 380X was 2048 shaders and a 256 (384) bit bus in a 352mm² die, so even dropping 33% of the physical MC, they packed 12.5% more shaders into 66% of the space. That's +90% CU per total die mm² going from GDDR5 GCN3 to GDDR5 Polaris. If Vega is even 500mm² and 4096 CUs, that would mean they've gone to in interface half as wide, and they still only managed to get the same number of shaders into 80% of the space, or +25% the CU/mm² going from HBM GCN3 to HBM2 Vega. It could be that all the changes they made with NCU really just take that much more space, but that would seem really poor IMO.
 
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