Question Zen 6 Speculation Thread

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soresu

Diamond Member
Dec 19, 2014
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UE5 is very very very brand new.
*Lumen and Nanite are brand new, the old pipelines are still there which facilitates UE4 project migration/compatibility.

Nanite still doesn't even cover all the animation solvers of the old geometry pipeline though - morph targets are missing at least, and I think skeletal/bone solvers are still not production ready as of 5.7.
 
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Tuna-Fish

Golden Member
Mar 4, 2011
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I think if system architects went at a game engine from the ground up with the explicit purpose of scaling with the number of cores, it is totally possible.
This has been done, multiple times. It's not even that hard. The problem is that it has very real costs.

A system where there is ultimately a single thread driving things and only uses other threads to offload work into is much easier to understand, test and bugfix than using fully distributed scheduling. And the time that QA needs is time that your game is not on the market. Plenty of people have built such engines as tests or hobby projects, but big games still keep getting built around a single core thread. The FPS that you get is not the key thing that the game developers are trying to optimize.
 

OneEng2

Senior member
Sep 19, 2022
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A system where there is ultimately a single thread driving things and only uses other threads to offload work into is much easier to understand, test and bugfix than using fully distributed scheduling.
I can certainly belief this.

I have also architected systems that did highly threaded work loads (several hundred to 1000 threads) in production critical applications (manufacturing test for major OEMs).

I have never attempted a game engine, so it is possible that this is a more difficult task.

Still, it will have to be the future IMO. IPC and clock scaling will not be increasing nearly as quickly as cores (and hasn't been for some time now). Either games will stagnate with IPC and clock scaling, or they will figure out how to effectively manage lots of threads at a low cost point.
 

inquiss

Senior member
Oct 13, 2010
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I can certainly belief this.

I have also architected systems that did highly threaded work loads (several hundred to 1000 threads) in production critical applications (manufacturing test for major OEMs).

I have never attempted a game engine, so it is possible that this is a more difficult task.

Still, it will have to be the future IMO. IPC and clock scaling will not be increasing nearly as quickly as cores (and hasn't been for some time now). Either games will stagnate with IPC and clock scaling, or they will figure out how to effectively manage lots of threads at a low cost point.
How many FPS do we need exactly? Like, games have inherently serial processes, but let's say that wasn't true. Do we need 100 core processors running at full tilt, for 1000fps. What are we chasing here?
 

BorisTheBlade82

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May 1, 2020
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How many FPS do we need exactly? Like, games have inherently serial processes, but let's say that wasn't true. Do we need 100 core processors running at full tilt, for 1000fps. What are we chasing here?
One potential benefit is energy efficiency, if you can employ lots of low clocking cores instead of chasing high frequencies for just a few of them.
 

CakeMonster

Golden Member
Nov 22, 2012
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I think its an interesting discussion and as long as it doesn't go completely off the rails, I think it applies well enough to Zen6 in consoles and PC's. We'll be stuck with the next gen consoles until 2034 at the regular 7yr interval and right now it looks like they might be delayed so possibly more than 10 years from today.
 
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randomhero

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Apr 28, 2020
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I'm quite surprised that AMD went back to distributed scheduler. Have they found some bug in Z5s unified one that lowered performance and had to go back to drawing board? And that would throw off roadmap by several quarters ? Or they found out that they can make Z6 go really brrrrrrr that it was worthwhile to go back distributed ?

One day we will read interesting post mortem on Z6, hopefully.
 
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511

Diamond Member
Jul 12, 2024
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I'm quite surprised that AMD went back to distributed scheduler. Have they found some bug in Z5s unified one that lowered performance and had to go back to drawing board? And that would throw off roadmap by several quarters ? Or they found out that they can make Z6 go really brrrrrrr that it was worthwhile to go back distributed ?

One day we will read interesting post mortem on Z6, hopefully.
For Higher Fmax
 

OneEng2

Senior member
Sep 19, 2022
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How many FPS do we need exactly? Like, games have inherently serial processes, but let's say that wasn't true. Do we need 100 core processors running at full tilt, for 1000fps. What are we chasing here?
I think it is all about doing more with the hardware (and power envelope) available). I just think that clock and IPC scaling is over for all intents and purposes.... or at a minimum, it will never again be like it once was.
One potential benefit is energy efficiency, if you can employ lots of low clocking cores instead of chasing high frequencies for just a few of them.
Exactly.

This is also where server DC applications live. Run more cores at lower clocks and you can do more in the same power window.
 

Doug S

Diamond Member
Feb 8, 2020
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Okay, I take it back! Zen 5 didn't show the improvement "some" were hoping for.

So the "Zen 5 40%+" people can maybe achieve their dream, if they are willing to wait until the final iteration of Zen 6 in 2028.