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AMD VEGA confirmed for 2017 H1

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It can help diagnostically though - sometimes for instance you will get the feeling of low framerate - but its displaying high framerates and some feature or the game engine or a DPC latency issue, etc. is resulting in uneven frametimes and the nasty feel that gives which can otherwise be harder to track down. I don't need a framerate counter to know when my framerate is too low but it helps me to understand what is going on.

I can't argue with that....but lots of people are blinded by it and follow it like it's a religion. :D Darn, Someone already said that so it can't be wrong :)
 
Oh dear :/

Better make that a big oh dear

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.

https://www.pcper.com/reviews/Graph...w-Redesigned-Memory-Architecture/Primitive-Sh


It's basically another tech that needs to be adopted at the game developers end.
 
Pretty sure Raja said that Vega will perform well without HBC but software is optimised for it it will provide a decent performance boost. It's also safe to assume that with both the PS4 and XB1 being AMD based they probably already have a similar setup anyway, project scorpio is likely to be the exact same setup.
 
Pretty sure Raja said that Vega will perform well without HBC but software is optimised for it it will provide a decent performance boost. It's also safe to assume that with both the PS4 and XB1 being AMD based they probably already have a similar setup anyway, project scorpio is likely to be the exact same setup.

Aye, he stated even in software not optimized for HBCC, they still saw an improvement in minimums
 
under water it is.. I am going from what i found owning two 7990's, in the past, in quadfire and having them run at 90c each. I then put them under water. They would then run under 45c under water.. That is how i believe a fury X would hit really high temps especially on the new api's on air.

The whole point they only came out under water and the air versions had to be cut down also suggests they would get too hot.

Oh on looking at it you didn't read my first post correctly.

The stock AIO cooler on the Fury X is rubbish.

The cards are actually quite easy to cool with a custom waterblock and won't go much over 35C even overclocked and overvolted, even using 4 in quadfire. This makes them the coolest running cards I have used on custom water.
 
Better make that a big oh dear

https://www.pcper.com/reviews/Graph...w-Redesigned-Memory-Architecture/Primitive-Sh

It's basically another tech that needs to be adopted at the game developers end.

From the very next paragraph of that article:

This primitive shader type could be implemented by developers by simply wrapping current vertex shader code that would speed up throughput (to that 2x rate) through recognition of the Vega 10 driver packages. Another way this could be utilized is with extensions to current APIs (Vulkan seems like an obvious choice) and the hope is that this kind of shader will be adopted and implemented officially by upcoming API revisions including the next DirectX.

Sounds like an easy search and replace, and devs do love the low-hanging fruit.
 
Sounds like an easy search and replace, and devs do love the low-hanging fruit.

Sounds like a bit of developer knowledge and setting filtering parameters is going to be required - I did wonder if it would be able to function indiscriminately when first talked about. I wonder how many developers will bother as nVidia brute forces past this potential bottleneck without the developer doing anything.
 
Pretty sure Raja said that Vega will perform well without HBC but software is optimised for it it will provide a decent performance boost. It's also safe to assume that with both the PS4 and XB1 being AMD based they probably already have a similar setup anyway, project scorpio is likely to be the exact same setup.

Aye, he stated even in software not optimized for HBCC, they still saw an improvement in minimums

I'm assuming you are talking about the recent AMA they did. He said that games would need to use large datasets to fully utilise HBCC and that they were seeing improvements in older titles. As far as i am aware he has said nothing about software optimisation or a need to code for it specifically.
 
From the very next paragraph of that article:

This primitive shader type could be implemented by developers by simply wrapping current vertex shader code that would speed up throughput (to that 2x rate) through recognition of the Vega 10 driver packages. Another way this could be utilized is with extensions to current APIs (Vulkan seems like an obvious choice) and the hope is that this kind of shader will be adopted and implemented officially by upcoming API revisions including the next DirectX.

Sounds like an easy search and replace, and devs do love the low-hanging fruit.

And I'm sure some will take advantage of it but it's all on a hope and a prayer.
Yet again AMD taking a chance on getting something adopted,
It doesn't work out of the box as many hoped and said it would.

Sounds like a bit of developer knowledge and setting filtering parameters is going to be required - I did wonder if it would be able to function indiscriminately when first talked about. I wonder how many developers will bother as nVidia brute forces past this potential bottleneck without the developer doing anything.

That's the problem it's going to have, Nvidia won't have any interest in helping push it's uptake, maybe even the exact opposite.
 
I'm assuming you are talking about the recent AMA they did. He said that games would need to use large datasets to fully utilise HBCC and that they were seeing improvements in older titles. As far as i am aware he has said nothing about software optimisation or a need to code for it specifically.

That's essentially what I was getting at, they still need to "optimize/code/use larger datasets" for it, otherwise we won't see the full benefit.
I'll be curious to see what the increased minimum frame rates are like without it in current software he mentions.

His direct quote:
To realize the full potential of HBCC, yes we will need to see content from game developers use larger datasets. But we have seen some interesting gains even on current software, particularly in min frame rates. Part of the goal of launching Radeon Vega Frontier edition, is to help speed up that process.
 
That's essentially what I was getting at, they still need to "optimize/code/use larger datasets" for it, otherwise we won't see the full benefit.
I'll be curious to see what the increased minimum frame rates are like without it in current software he mentions.

His direct quote:
I must admit i'm not fully versed in exact definitions used in coding. But doesn't large dataset translate to using more memory (for textures and stuff). Which is significantly different from having to create a specific code.
 
The stock AIO cooler on the Fury X is rubbish.

The cards are actually quite easy to cool with a custom waterblock and won't go much over 35C even overclocked and overvolted, even using 4 in quadfire. This makes them the coolest running cards I have used on custom water.

I will disagree, the FuryX AIO is fine. I have mine overclocked barely goes above 50C and never above 60% fan speed even when benching.
While I will agree the WC on those cards is easy. I will take my old Nano for example that served me well 18 months.
 
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Exactly. Just look at Crysis. There is a night and day difference between Very High and Low. Its like they are almost different games. Nowadays the difference is nowhere as big.

difference is Crysis was made for high end and future PCs at the time. games nowadays are made for console specs and then ultra is added on as an afterthought, I cant think of a single game within the last year made specifically for high end PCs
 
Because they'd done the games developer leg work to show it in action, The problem is how many dev's will do it.
As far as I am aware they haven't confirmed how it works. I can understand why you make that assumption but for all you know AMD may use the drivers to intercept game engine memory request, so that there is no need for developers. (Similar to what Nvidia does with DX11 drivers and thread scheduling)

Well computex will be here soon, so we'll get our answer then.
 
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