onQ123's not so bad.
LOL not me he was talking about Misterxmedia but I'm guessing that was a joke.
onQ123's not so bad.
This isn't worth a new thread but it seems "Joel Hruska" at extremetech is making esram latency performance claims. Wasn't esram latency dismissed as irrelevant for GPU performance months ago?
"Microsoft invested more silicon in large, low latency caches, while Sony sank more money into raw bandwidth. As far as performance is concerned, this could well end up a tie; as the Xbox One should be able to access data more quickly, while the PS4 can stream sustained data far more effectively."
This isn't worth a new thread but it seems "Joel Hruska" at extremetech is making esram latency performance claims. Wasn't esram latency dismissed as irrelevant for GPU performance months ago?
"Microsoft invested more silicon in large, low latency caches, while Sony sank more money into raw bandwidth. As far as performance is concerned, this could well end up a tie; as the Xbox One should be able to access data more quickly, while the PS4 can stream sustained data far more effectively."
There are some interesting differences to explore. First, consider the Xbox One’s Jaguar CPU blocks. Like the PS4, it has two quad-core chips — but the Xbox One has a bit of circuitry hanging off the CPU that the PS4 lacks. Here’s a comparison of the Xbox One and PS4 CPU islands. We had to rotate the blocks to line them up identically, which is why the label is reversed. See the block in red? The PS4 doesn’t seem to have an equivalent. What it actually does is unclear. It’s a bit large to be the built-in audio or the IOMMU that HSA theoretically requires. There’s nothing analogous on any of the Kabini floor plans we’ve ever seen.
Hum... about this...
Aren't those the MOVE engines? The APU is supposed to have 4, 2 on each CPU...?
Anyway, that conclusion seems off... forget all the things the PS4 has advantage over the XBone and it could end up in a wash? eSRAM is actually good? I mean, we know it's there to help the system with its low bandwidth, but we also know it is a bit of a bottleneck.
This is silly, but I just chuckled when I saw the comparison of the XB1 vs PS4 jaguar cores.they picked the one at the bottom and rotated it 180˚, while they could have just picked the one at the top and wouldn't have needed to rotate it
This isn't worth a new thread but it seems "Joel Hruska" at extremetech is making esram latency performance claims. Wasn't esram latency dismissed as irrelevant for GPU performance months ago?
"Microsoft invested more silicon in large, low latency caches, while Sony sank more money into raw bandwidth. As far as performance is concerned, this could well end up a tie; as the Xbox One should be able to access data more quickly, while the PS4 can stream sustained data far more effectively."
You skipped an important point. The Haswell die you pointed to with less wasted space to your eye, is a colorized representation. Actual scans show similar empty areas littered through.
Compared to what?
- $100 chip cost
- 348mm2 die size
- Total system power consumption of 140W, so APU TDP likely under 120W
- CPU performance equal to an i3-3220
- GPU performance between a 7850 and 7870
Since you called the design "shitty", could someone else have done significantly better with the same cost, size, and power constraints?
But unused area cost money, lowers performance and raise power leaks.
Misterx: What shock at start was going to happen?
Insider: The reason I think chipworks changed the diagram in regards to the x1, just like there wiiu stuff they still cant give 100% proof to that gpgpu design tear down.. the x1 is a whole new silicon "dark silicon" hence the darker color and why they are going with what has been out in the public domain. Maybe it is an honest mistake maybe not... you cant say it is the same gpu design as ps4 when it is not. The cu's are smaller on the x1 gpu because of the transistor packaging that is used is also a new technology that is not used on ps4 architecture so more cu can be placed in the gp part. Whats even more shocking is the gpu core is also larger. Any body with two eyes can see this. The cluster of esram on the gpu is 47mb the other 17 mb is cach for cpu/audio dsp. Like I have said 64mb of sram but 47mb is what ms refer to as on chip storage. .. see the sram cach between the cpu clusters try adding that up cos that is the app gpu .it can read and write into the cpu cach directly.
Misterx: So, no 2.5d then? Gpu cores are larger and chipworks show 14 of them, not 18. Where are 4 more?
Insider: There are 4 cu for cpu/ app gpu older cu's And then there is 14 for gpu.. there is only 12 avalible but two are and can be unlocked and will be unlocked. Iv told you the gpu is based on 280x and you can see the gpu core is larger .. then the 7850 core in the ps4.... I have not lied to any body really disappointed in some peoples posts but I believe in free speech I hope they can say the same about them selves . there is definitely 2.5d stacking in xbox one architecture I have seen the rnd xrays. But I have been told that the soc also uses advanced transistor packing that can only be applied to dark silicon. I am not a 2.5d 3d micro processor architecture designer.. I understand 89% of the logic tho. They are using a wired approach not the glue type that 3d w2w use.. and I stand by my word there is major errors in the chipworks rulings.. and any body who takes the time will see this.. ...
Look, chip design houses have full teams devoted to improve dies arrangement and layout. Doing it right is expensive, and some times it isn't profitable at all. In this case, both chips will sell millions, but AMD isn't fabbing them, so they don't care about die size as much as Intel, or mobile parts vendors, can do.
Based on the comments made by Lisa Su and the fact that the only viable game consoles scheduled to be unveiled this year are Microsoft Xbox Next, Sony PlayStation 4 Orbis, it looks like AMD will not license its graphics and processing technologies to platform owners, but will sell semi-custom accelerated processing units to them.
Jesus dude stop with the bollocks.Look, chip design houses have full teams devoted to improve dies arrangement and layout. Doing it right is expensive, and some times it isn't profitable at all. In this case, both chips will sell millions, but AMD isn't fabbing them, so they don't care about die size as much as Intel, or mobile parts vendors, can do.
Chip layout is important to not screw timmings and achieve better speeds getting connections as close as you can, reduced die size is an added benefit. Any engineer that have a look at this chip will tell you that the SOC designer wasn't the designer of any of the parts. It is pretty obvious that they just have put some parts together instead of a monolithic design.
That's all, no deal breaker, no preorder cancelled. Layout is ugly, they saved money by not polishing (yet) the final design. Just that.
Jesus dude stop with the bollocks.
There is also something you have to bear in mind. Both Nvidia and Intel can destroy that design at a technical perspective and make it cheaper to manufacture. What makes Intel and Nvidia more expensive than AMD is the royalties and fees they ask, not the silicon.
In case you didn't catch it yet. They can't. Both Nvidia and Intel don't have good APUs. Unless they have good APUs they CAN'T beat AMD in price to power ratio. Because using Intel or Nvidia would mean using two separate chips instead of one which in case you don't know increase a lot final price of hardware.
I've read on pro-MS forums and beyond3d that MS can use 'tiled resources' to fit gigs of texture data into 32mb esram and that's somehow going to improve efficiency/performance. Sounds like unsourced and unlikely speculation to me.
Today in Munchkin land.
I can't stop laughing.
Yes. I'm pretty sure AMD is fabless. Not exclusive insider info.
Tell me this though, do you really believe that AMD "don't care about die size" because they "aren't fabbing" any of their CPUs/APUs/GPUs?
Since they are selling finished APUs to MS and Sony (I believe this is because of the x86 cross licensing agreement with Intel - they can't sublicense the design for someone else to manufacture) any yield problems or wasted die space will eat directly into their margins.
"dark silicon"
LMAO!!....the best part is there actually is such a thing...unfortunately for misterX it has nothing to do with the actual color of the chips
Here's Anand's take on chipworks dissection.
Anand also mentioned 16 ROP and esram width bottlenecks in an earlier article. He's probably a bit more reliable than "extremetech".
Yes MS engineers even admitted GPUs aren't latency sensitive in the Digital Foundry interview. I've read on pro-MS forums and beyond3d that MS can use 'tiled resources' to fit gigs of texture data into 32mb esram and that's somehow going to improve efficiency/performance. Sounds like unsourced and unlikely speculation to me.
"dark silicon"
LMAO!!....the best part is there actually is such a thing...unfortunately for misterX it has nothing to do with the actual color of the chips
Hmm I found this part of the article very interesting...
In order to accommodate the eSRAM on die Microsoft not only had to move to a 12 CU GPU configuration, but its also only down to 16 ROPs (half of that of the PS4). The ROPs (render outputs/raster operations pipes) are responsible for final pixel output, and at the resolutions these consoles are targeting having 16 ROPs definitely puts the Xbox One as the odd man out in comparison to PC GPUs. Typically AMDs GPU targeting 1080p come with 32 ROPs, which is where the PS4 is, but the Xbox One ships with half that. The difference in raw shader performance (12 CUs vs 18 CUs) can definitely creep up in games that run more complex lighting routines and other long shader programs on each pixel, but all of the more recent reports of resolution differences between Xbox One and PS4 games at launch are likely the result of being ROP bound on the One. This is probably why Microsoft claimed it saw a bigger increase in realized performance from increasing the GPU clock from 800MHz to 853MHz vs. adding two extra CUs. The ROPs operate at GPU clock, so an increase in GPU clock in a ROP bound scenario would increase performance more than adding more compute hardware.
I remember a while back a lot of people were making the statement that 32 ROPs were not necessary at 1080p and it was a bit overkill for these consoles. This statement seems to contradict that.
So gud.....
So darker silicon is better silicon?
32 ROPs aren't strictly necessary for 1080p, but they'll have to scale back on AA and other IQ. Better to have too many (32) rather than too few (16).I remember a while back a lot of people were making the statement that 32 ROPs were not necessary at 1080p and it was a bit overkill for these consoles. This statement seems to contradict that.
Lol, that guys blog is so entertaining.
X1 games should be using SMAA like Ryse definitely in case they can't use MSAA or some demanding AA.32 ROPs aren't strictly necessary for 1080p, but they'll have to scale back on AA and other IQ. Better to have too many (32) rather than too few (16).
Redgamingtech does a brief overview of Xbox One's hardware.
X1 games should be using SMAA like Ryse definitely in case they can't use MSAA or some demanding AA.
I also hope they share their upscaler as well, better than what MS used for the X1 for sub 1080p games.=pHope to see some papers soon of crytek about their custom AA solution should be interesting. Because sharing is caring and it attracts a lot of techies to your studio.
Yes. I'm pretty sure AMD is fabless. Not exclusive insider info.
If you don't like to read some disccussion about dies, why do you enter into a thread that talks about dies?