AMD’s technical press event bore information for both AMD Ryzen and AMD Navi, including overclocking information for Ryzen, Navi base, boost, and average clocks, architectural information and block diagrams, product-level specifications, and extreme overclocking information for Ryzen with liquid nitrogen. We understand both lines better now than before and can brief you on what AMD is working on. We’ll start with Navi specs, die size, and top-level architectural information, then move on to Ryzen. AMD also talked about ray tracing during its tech day, throwing some casual shade at NVIDIA in so doing, and we’ll also cover that here.
First, note that AMD did not give pricing to the press ahead of its livestream at E3, so this content will be live right around when the prices are announced. We’ll try to update with pricing information as soon as we see it, although we anticipate our video’s comments section will have the information immediately. UPDATE: Prices are $450 for the RX 5700 XT, $380 for the RX 5700.
AMD’s press event yielded a ton of interesting, useful information, especially on the architecture side. There was some marketing screwery in there, but a surprisingly low amount for this type of event. The biggest example was taking a thermographic image of two heatsinks to try and show comparative CPU temperature, even though the range was 23 to 27 degrees, which makes the delta look astronomically large despite being in common measurement error. Also, the heatsink actually should be hot because that means it’s working, and taking a thermographic image of a shiny metal object means you’re more showing reflected room temperature or encountering issues with emissivity, and ultimately they should just be showing junction temperature, anyway. This was our only major gripe with the event -- otherwise, the information was technical, detailed, and generally free of marketing BS. Not completely free of it, but mostly. The biggest issue with the comparison was the 28-degree result that exited the already silly 23-27 degree range, making it look like 28 degrees was somehow massively overheating.
Let’s start with the GPU side.
We took time aside at AMD’s Threadripper & Vega event to speak with leading architects and engineers at the company, including Corporate Fellow Mike Mantor. The conversation eventually became one that we figured we’d film, as we delved deeper into discussion on small primitive discarding and methods to cull unnecessary triangles from the pipeline. Some of the discussion is generic – rules and concepts applied to rendering overall – while some gets more specific to Vega’s architecture.
The interview was sparked from talk about Vega’s primitive shader (or “prim shader”), draw-stream binning rasterization (DSBR), and small primitive discarding. We’ve transcribed large portions of the first half below, leaving the rest in video format. GN’s Andrew Coleman used Unreal Engine and Blender to demonstrate key concepts as Mantor explained them, so we’d encourage watching the video to better conceptualize the more abstract elements of the conversation.
AMD's GPU architecture roadmap from its Capsaicin event revealed the new “Vega” and “Navi” architectures, which have effectively moved the company to a stellar naming system. A reasonable move away from things associated with hot, at least – Volcanic Islands, Hawaii, and Capsaicin included.
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