- Apr 18, 2014
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https://www.golem.de/news/id-software-wolfenstein-2-unterstuetzt-fp16-und-vulkan-1707-129201.html
Wolfenstein will also support vulkan and shader intrinsics. but that should be known. should run well like doom.
Well it's good to see that AMD isn't resting on its laurels, as Vega will certainly require specific optimizations in order to compete with big Pascal and Volta. I wonder if this will impact visuals though, since it's a lower precision?
was anyone able to get the current gen Wolfenstein to run on a Polaris card? Doom ran fine but new order wouldn't even launch on my Ryzen+Radeon PC.
I guess we can expect FP16 for Maxwell too?
They just port the PS4 shaders to PC, so these optimizations only works well on GCN.I don't think Nvidia or ID ever said they brought support for Shader Intrinsics on any Nvidia GPU?
do they really need intrinsics on nvidia hardware?
doesn't the driver just do whatever it wants with the shaders already?
nvidia = fast FP16 and slow FP32FP16 in games? is this 2003?
NV30 anyone![]()
nvidia = fast FP16 and slow FP32
ATI = FP24
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Forgot that ATi use to use FP24 up until the R520 and infact might have been a good choice at the time given performance/IQ/power consumption. Miss those days when ATi use to churn out great architectures and features.
Cant believe this was more than a decade ago though!
That depends on the software. What good are architectures and hardware features without software to show for it ? (I guess that's why AMD is banking so much on consoles such as the PS4 Pro to get their games optimized for their hardware. AMD should also additionally try to get AAA developers to take advantage of their GPUs resource binding model by using constant buffers for fetching every resource (lowest latency method for AMD hardware) since Nvidia seemingly released their 64KB constant buffer limit by upgrading to D3D12 resource binding tier 3 even if it might mean more CPU overhead for Nvidia hardware.)
It does depend on the software but back in those days, R300 still managed to perform well across a whole slew of games regardless of game engine. Its just like the G80, where you let your hardware do the talking. Sure more performance can be extracted out from certain architectures for specific loads, but if the performance is already good to begin with across the board.. even better!
By features i mean the tile based rasterizion for instance. nVIDIA's DCC technique and so forth where you don't have to rely on software to extract the extra performance (by using instructions specific to the game, or in a way that favors one GPU architecture for example).
I always believed that AMD's strategy ever since the introduction of GCN was to extract performance via software (with incremental architectural updates) due to their financial situation. For gamers, this resulted in longevity. They cant let their hardware to do most of the talking because they cannot afford to churn out new architectures like nVIDIA. Instead they managed to convince the industry (probably because they sell things for cheap or free via open source) about lower level API due to their own short comings (e.g. driver overhead for one and overcoming bottlenecks like under utilisation problems) and took on consoles because developers will be coding for their GPUs.
was anyone able to get the current gen Wolfenstein to run on a Polaris card? Doom ran fine but new order wouldn't even launch on my Ryzen+Radeon PC.
Kepler is a lost cause, as it's severely limited by VRAM size, and Vulkan needs more VRAM than OpenGL to function properly.Speaking of DOOM, I really want to see some recent benchmarks. I did some quick comparisons between Vulkan and OpenGL on the original GTX Titan, and Vulkan had a few FPS higher minimums in those scenes (I forgot about vsync so max was topped at 60^^). But the old tests show terrible Vulkan performance on Kepler.
Store 2 fp16 by bitshifting them into a fp32 value and then retrieving them by bitshifting and masking. What has changed exactly?
I remember how Doom was seen as a win for AMD when the Vulkan patch was first introduced, and to be fair, it was. Because NVidia's Vulkan drivers at the time were quite inferior to AMD (had an annoying stutter issue), and they lacked shader instrinsics support and asynchronous compute for Pascal. Now the tables have turned though. NVidia has been optimizing the "Hell" out of Vulkan over the past several months, and now Doom runs really fast and smooth. No idea what runtime library version AMD's latest drivers are running, but NVidia's Vulkan libraries which are bundled with the 385.xx drivers show version 1.0.42.1.
https://www.golem.de/news/id-software-wolfenstein-2-unterstuetzt-fp16-und-vulkan-1707-129201.html
Wolfenstein will also support vulkan and shader intrinsics. but that should be known. should run well like doom.
