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>> No.62985576 [View]
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62985576

>>62985320
>>>62983266
>Yeah, vega pulls ahead when it's purely being stressed in the shader area. But once the card is actually stressed outside of shaders it tanks.
Gee, I wonder if there is anything RTG is working on that could fix that?

>> No.62842834 [View]
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62842834

>>62841303
>Doubling to quadrupling Vega's polygon throughput won't make a large difference in games
(You)

>> No.62785316 [View]
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62785316

>>62785288
The problem with VEGA was that AMD rushed the pro drivers and optimized the shit out of vega for buttcoin mining (ETH is like 50 MH/s on vega 56 now).

>> No.62642351 [View]
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62642351

>>62642314
Not yet. Until it is, Vega remains totally front end bottlenecked by being limited to processing 4 triangles per clock, which is not nearly enough to feed 4,096 shaders (as already shown by Fiji).

Unfortunately, developing this feature is kind of hard as it involves re-writing most of the DX11, DX12 and Vulkan rendering pipelines.

>> No.62471725 [View]
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62471725

>>62471652
Whenever 17.320 hits the public drivers.

>> No.62458748 [View]
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62458748

>>62457200
Gee, I wonder if there were some sort of documentation that listed the new uarch features in Vega and described how they work? I wonder if such a document could be located if one were to search for "Vega white paper" on a search engine?

>> No.62452497 [View]
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62452497

>>62452457
The most interesting GPU uarch since G80.
>>62452447
It's several times worth of geometry throughout for everything including tesselation.
Honestly the change is long overdue for GCN.

>> No.62420128 [View]
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62420128

>>62410769
They are waiting for drivers that don't bottleneck the card.

>> No.62418808 [View]
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62418808

>>62418731
Gee, I wonder if there was some new software feature described in the whitepaper that hasn't been implemented yet that would do something to alleviate GCN's historical front end geometry bottleneck? The same bottleneck responsible for Vega 56 being 100% as fast as Vega 64 at the same clocks presently?

>> No.62413232 [View]
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62413232

>>62413196
Yes. 17.320 is an internal testing branch of the drivers that has primitive shaders enabled which massively improves Vega's geometry performance and alleviates it's front end bottleneck. It's all explained in the white paper anon. You HAVE read the white papers haven't you?

>> No.62374716 [View]
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62374716

>>62374652
ye

>> No.62254925 [View]
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62254925

>>62254773
Because they can't do the same advance math as CPUs can.

>>62254821
ye

>> No.62130439 [View]
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62130439

>>62125597
It's still too early to have any solid conclusions about how Vega performs yet, much less Navi.

Primitive shaders are one of the core uarch features of Vega and aren't even minimally implemented in drivers yet. Until they are, Vega will remain massively front end bottlenecked by being limited to 4 triangles per clock of culled geometry. This is why Vega 56 is 100% as fast as Vega 64 at the same clocks right now.

The minimal default implementation of primitive shaders should solve GCN's historical front end bottleneck issues by significantly increasing culled geometry throughput, but primitive shaders will eventually be capable of much more than that as the white paper describes them as generalized non-compute shaders, which is pretty fucking impressive.

>> No.62096368 [View]
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62096368

>>62096266
Vega is presently front end bottlenecked because primitive shaders haven't been enabled in drivers and this means Vega is still currently limited to 4 triangles per clock of culled geometry throughput, which is not enough to keep the rest of its rendering pipeline fed. This is why Vega 56 is 100% as fast as Vega 64 at the same clocks at the moment.

>> No.62082164 [View]
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62082164

>>62082098
The clearly explain what primitive shaders are expected to do in the whitepaper. Increasing Vega's effective polygon throughput to up to 17 per clock would solve the fundamental front end bottleneck that always held Fiji back. It would give Vega > Pascal geometry performance.

>>62082121
>Its a good on cumpute but terrible for gaymers
Vega 56 undervolted on half finished drivers utterly dumpsters the 1070, and Vega FE's performance in pro 3D rendering applications proves that with feature complete drivers Vega excells at graphics workloads, not just compute.

>> No.62079066 [View]
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62079066

>>62079009
Even realizing half of the claimed benefits in the white paper would be enough to free GCN from it's inherent front end geometry bottleneck. Literally half of the claimed benefit would take Vega straight past Pascal in dealing with culled geometry.

>> No.62072337 [View]
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62072337

>>62072295
No. It. Isn't.

Dirt 4 is just shader compute heavy, no AMD specific optimizations included. Check out all the other benchmarks with games on ultra with AA disabled.

Once primitive shaders are enabled vega will curb stomp nvidia even with 8x msaa

AMD just finished defiling intel's corpse and now it's set its sights on nvidia.

>> No.62061643 [View]
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62061643

>>62060873
Waiting for Vega drivers™



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