I don't think that's true and it doesn't make sense either (due to unified shaders). 3TF for vertex shaders alone sounds like an overkill. Vertices don't need that much processing power.
There are 3TF available for all types of shaders. Still plenty enough for old, unpatched games.
ps: You also forgot to mention geometry shaders.
It's like the PS4 & Xbox One CPU being made up of 2 Jaguar clusters but in this case PS4 Pro GPU is made up of 2 PS4 GPU size clusters, this is pretty much fact I'm not sure what the argument is at the moment but when I said this a year ago & said that I would guess that it would be 64 ROPs people didn't think it would be but right now everything points to it being 64 ROPs.Nah, it's ~52 NGCs glued together.
...There is zero reason to put two PS4 GPUs next to each other when you are building a single chip SoC system.
That's because they are counting the full render time, which includes vertex and other work that won't scale at all with resolution.
CB will be costlier than just rendering half the pixel load, because it has do to something extra (but even a simple software upscale would), but the extension of that is currently undisclosed.
The ROPs not telling the full story wasn't aimed at you, I said it doesn't tell the full story as the post I quoted mentioned advertising it as an advantage, to which I responded with "it doesn't tell the whole story about how the GPU performs as there are other variables at play depending on the software".
Why wouldn't they use the full render time?
It's like the PS4 & Xbox One CPU being made up of 2 Jaguar clusters but in this case PS4 Pro GPU is made up of 2 PS4 GPU size clusters, this is pretty much fact I'm not sure what the argument is at the moment but when I said this a year ago & said that I would guess that it would be 64 ROPs people didn't think it would be but right now everything points to it being 64 ROPs.
There is no "PS4 GPU size cluster" (contrary to a 4 core Jaguar CPU module which is actually a thing) and the sole fact that Neo's SIMDs are different (FP16x2 support for example) is enough to make Neo's GPU a completely new piece of silicon, in no way related to what's present in PS4. ROPs in all versions of GCN architecture are decoupled from shader core anyway so it doesn't matter if there's 64 or 32 or 48 - this doesn't mean that Neo's GPU is "2 modified PS4 GPUs next to each other" either.
Sony's inability to effectively abstract PS4's h/w to avoid running weird h/w configurations like half GPU reservation on Neo for titles running in legacy mode is nothing more than a sign of PS4's APIs weaknesses and this is done via the (OS/driver/firmware level) software, not by putting "2 modified PS4 GPUs next to each other".
There is no "PS4 GPU size cluster" (contrary to a 4 core Jaguar CPU module which is actually a thing) and the sole fact that Neo's SIMDs are different (FP16x2 support for example) is enough to make Neo's GPU a completely new piece of silicon, in no way related to what's present in PS4. ROPs in all versions of GCN architecture are decoupled from shader core anyway so it doesn't matter if there's 64 or 32 or 48 - this doesn't mean that Neo's GPU is "2 modified PS4 GPUs next to each other" either.
Sony's inability to effectively abstract PS4's h/w to avoid running weird h/w configurations like half GPU reservation on Neo for titles running in legacy mode is nothing more than a sign of PS4's APIs weaknesses and this is done via the (OS/driver/firmware level) software, not by putting "2 modified PS4 GPUs next to each other".
Every GCN GPU has half of CUs placed as a mirror on another side of the chip. PS4 GPU is arranged in the exact same fashion, with 9+9 CUs on different sides. 18 CUs means nothing as these are different CUs.How is it not a PS4 GPU size cluster when Cerny said that it's a mirror of it's self placed next to it? that's 2 18 CU clusters next to each other & why are you telling me about the difference in the GPU as if I'm saying that it's actually 2 PS4 GPUs in the PS4 Pro?
GCN never had ROPs tied to CU counts. Tahiti (the first GCN GPU) had 32 CUs and 32 ROPs while Pitcairn (the second GCN GPU) had 20 CUs and 32 ROPs. Hawaii had 44 CUs and 64 ROPs.That was actually an early weakness of GCN, ROPs being tied to CU counts. This was addressed in later versions. It's possible the Pro plucked from the then-near-future feature release and decoupled them, just like they borrowed 8 ACEs from the future.
It's rather unlikely that they are using more than 32 ROPs in Neo for a simple reason of peak memory bandwidth not being significantly higher than in PS4. With just 217GB/s of bandwidth putting more than 32 ROPs in the chip would likely be an overkill as the backend isn't in fact that much limited by the pixel output as it is limited by other things like memory bandwidth and the need to run long shaders over a course of several cycles.In fact I'd bet on that. If the Pro doubled ROP pixel throughput, I'd think they would have talked about it, just like they talked about shading performance, FP16, and memory bandwidth. The PS4 was already very overkill for 1080p with 32. Perhaps, likely, ROPs were never the limit to scaling up to double that.
Also 32 being overkill for 1080p also fits in with PSVR needing around double that throughput, same with what the PS4 Pro usually ends up rendering at pre-checkerboarding.
AMD developer Nicolai Hähnle has published a set of patches today for adding out-of-order rasterization support to the RadeonSI Gallium3D driver. Long story short, this can boost the Linux gaming performance of GCN 1.2+ graphics cards when enabled.
Nicolai posted this patch series introducing the out-of-order rasterization support. This is being used right now for Volcanic Islands (GCN 1.2) and Vega (GFX9) discrete graphics cards (though support might be added to other GCN hardware too). It can be disabled via the R600_DEBUG=nooutoforder switch.
This out-of-order rasterization support is also wired in for toggling it and some attributes via DRIRC for per-game Linux profiling in order to enable/disable depending upon where this helps Linux games or otherwise causes issues.
Nicolai has posted an explanation of out-of-order rasterization on his blog for those interested in a technical explanation, " Out-of-order rasterization can give a very minor boost on multi-shader engine VI+ GPUs (meaning dGPUs, basically) in many games by default. In most games, you should be able to set radeonsi_assume_no_z_fights=true and radeonsi_commutative_blend_add=true to get an additional very minor boost. Those options aren't enabled by default because they can lead to incorrect results."
Once the patches land in Mesa Git (or while still in patch form, if I magically find extra time before then), I intend to try out the support to see their impact on popular Linux games.
nope. my bad.