Discussion RDNA4 + CDNA3 Architectures Thread

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DisEnchantment

Golden Member
Mar 3, 2017
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With the GFX940 patches in full swing since first week of March, it is looking like MI300 is not far in the distant future!
Usually AMD takes around 3Qs to get the support in LLVM and amdgpu. Lately, since RDNA2 the window they push to add support for new devices is much reduced to prevent leaks.
But looking at the flurry of code in LLVM, it is a lot of commits. Maybe because US Govt is starting to prepare the SW environment for El Capitan (Maybe to avoid slow bring up situation like Frontier for example)

See here for the GFX940 specific commits
Or Phoronix

There is a lot more if you know whom to follow in LLVM review chains (before getting merged to github), but I am not going to link AMD employees.

I am starting to think MI300 will launch around the same time like Hopper probably only a couple of months later!
Although I believe Hopper had problems not having a host CPU capable of doing PCIe 5 in the very near future therefore it might have gotten pushed back a bit until SPR and Genoa arrives later in 2022.
If PVC slips again I believe MI300 could launch before it

This is nuts, MI100/200/300 cadence is impressive.



Previous thread on CDNA2 and RDNA3 here

 
Last edited:

marees

Senior member
Apr 28, 2024
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As per early previews PSSR is (almost) as good as DLSS/XeSS (Except for a few temporal instability)

  1. Will FSR 4 be as good as PSSR
  2. Will hardware of RDNA 4 support FSR 4 or would it need XDNA from strix / krackan
  3. Will AMD delay RDNA 4 so that it doesn't steal Sony's thunder (PSSR & PS5 pro)

The early verdict is in:

  1. PS5 pro is good & Sony delivers on its promise (almost)
  2. PSSR delivers quality mode visuals (almost) with performance mode fps (slightly better. The pro locks better to 60 fps)
  3. PSSR works its magic. But very slightly behind DLSS/XeSS ( in temporal stability)

if you've been waiting to play Final Fantasy 7 Rebirth, it may be worth waiting a couple months longer, because PS5 Pro seems like the best place to play the Square-Enix epic by a long shot.

https://www.eurogamer.net/digitalfo...vers-huge-image-quality-improvements-at-60fps

Pro vs Quality mode:
the biggest issue here is that the PS5 Pro just isn't that temporally stable relative to the base machine in its graphics mode. In shots without a lot of camera movement, it's fairly easy to find quite a bit of breakup in the image, at least relative to the graphics mode. The image stability overall is more similar to the old performance mode. I don't think this is anything like a dealbreaker here, but the general instability of the image is the biggest sticking point if you are measuring it up against its full-res PS5 counterpart. Here, solutions like DLSS and XeSS typically deliver more temporally stable results. The brief snippets of Ratchet and Clank that we have appear to exhibit a similar problem, suggesting this may be a characteristic weakness of the current version of PSSR.

Overall, I think image quality is similarly good between the two consoles when comparing base PS5 quality mode to the 60fps Pro footage we have, although they can also look fairly different in some areas. The Pro definitely gives you greater image detail, but it comes at the cost of more temporal instability

Pro vs Performance mode:
The intro cutscene shows off the impressive fidelity the PS5 Pro is capable of, delivering a crisp, sharp 4K image - a far cry from the blurry and imprecise 1080p-like rendering featured on the base console at the same 60fps update.

FF7 Rebirth packs a lot of geometry into every frame, boasting primitive shader-powered polygonal detail, and the PS5 Pro simply handles this much better than the base console. Ghosting on camera movement is much harder to spot on the Pro as well. Combat frustrates the base machine a little, with blurry particle effects and poor image clarity producing a muddy look. PS5 Pro handles this scene impressively - much better than I was expecting - resolving crisp 4K-like detail even in relatively fast combat scenes. The motion blur looks quite pristine and is relatively artifact free. Particle effects look generally good in motion, though some freeze-frames reveal a slight chunkiness relative to the rest of the presentation.

The base resolution is very similar to the resolution range of the base game, which hit comparable resolution figures in its performance mode. However, the base console didn't use any form of temporal upsampling, instead taking that final rendered image and simply upscaling it, perhaps using a bilinear or bicubic upscaling solution. The game's final resolve also appeared oddly soft, lacking detail relative to some other games with similar resolutions. Square-Enix also offered a 'performance-sharp' mode, which used a different upscaling method that produced sharper results, albeit with additional blockiness. Preferences here are a matter of personal taste, but neither option offered the kind of image clarity that most other 60fps games on consoles are capable of delivering.
 

soresu

Diamond Member
Dec 19, 2014
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As per early previews PSSR is (almost) as good as DLSS/XeSS (Except for a few temporal instability)

  1. Will FSR 4 be as good as PSSR
  2. Will hardware of RDNA 4 support FSR 4 or would it need XDNA from strix / krackan
  3. Will AMD delay RDNA 4 so that it doesn't steal Sony's thunder (PSSR & PS5 pro)
The likelihood is that PSSR like FSR and DLSS will only improve over time as Sony do quality tuning.

I highly doubt that AMD would delay RDNA4 over Sony's plans.

Any delay at this point is about volume of older product in the market.

Delaying Strix Halo until PS5 Pro has had some time to sell it is another matter, as SFF/UCFF PCs built with the new APU SKU have the potential to exceed base PS5 specs and then some, making it a less viable choice without the mid cycle console upgrade.

Using XDNA for FSR4 seems unlikely unless integration is extremely tight with latency between NPU and GPU so low that it doesn't bite into the upscalers perf advantage.

I just don't see that being viable as it would have to compute the lower res frame, copy the data to the NPU, upscale and then copy the data back to the GPU to display it.

That's not even getting into the power wasted to transfer frames to and from the NPU vs keeping them in the GPU WGPs, which might mitigate any power efficiency advantage from using XDNA's inference engine.
 

Mahboi

Golden Member
Apr 4, 2024
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And to be fair, I don't mind at all. The higher the base res, the more functional software res is. I don't think 8K was ever going to be worth amount of compute units. Upscale anything above 4K from 4K and that'll do nicely I think.
 
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GodisanAtheist

Diamond Member
Nov 16, 2006
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And to be fair, I don't mind at all. The higher the base res, the more functional software res is. I don't think 8K was ever going to be worth amount of compute units. Upscale anything above 4K from 4K and that'll do nicely I think.

- Yeah, my position on upscalers has softened over time, I do think they have a solid use case in ultra-high res scenarios and in keeping old hardware relevant well passed its typical expiry date (my use case with FSR and my now ancient 980Ti, still playing Hogwarts Legacy and other "new" UE4 games at 30-60FPS with FSR).

If you need upscaling on brand new hardware for common resolutions like 1080P and 1440P then something has gone horribly wrong with your performance targets.
 
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