Monday, July 25th 2016
NVIDIA Accelerates Volta to May 2017?
Following the surprise TITAN X Pascal launch slated for 2nd August, it looks like NVIDIA product development cycle is running on steroids, with reports emerging of the company accelerating its next-generation "Volta" architecture debut to May 2017, along the sidelines of next year's GTC. The architecture was originally scheduled to make its debut in 2018.
Much like "Pascal," the "Volta" architecture could first debut with HPC products, before moving on to the consumer graphics segment. NVIDIA could also retain the 16 nm FinFET+ process at TSMC for Volta. Stacked on-package memory such as HBM2 could be more readily available by 2017, and could hit sizable volumes towards the end of the year, making it ripe for implementation in high-volume consumer products.
Source:
WCCFTech
Much like "Pascal," the "Volta" architecture could first debut with HPC products, before moving on to the consumer graphics segment. NVIDIA could also retain the 16 nm FinFET+ process at TSMC for Volta. Stacked on-package memory such as HBM2 could be more readily available by 2017, and could hit sizable volumes towards the end of the year, making it ripe for implementation in high-volume consumer products.
102 Comments on NVIDIA Accelerates Volta to May 2017?
Either way, we will have to see what consumer versions come from this. I doubt there will be much soon...
As for Vulcan, it is built on the same principles as DX12, it is just not only for Windows 10, so it is more independent to the market and thus, more objective.
And all people have brains (fanboys or not). Intelligence is another topic though...
This is the 7970 versus 680 all over again, except this time Nvidia have screwed the mother load with pricing of their chips. Don't get me wrong - I hate the pricing of GTX 1080. I am not a fan of this wallet shafting policy but Nvidia know AMD has nothing to match it. Not even on DX12, not for their GP104 and certainly not for GP102.
And again, Vulkan is great for AMD - the hardware inside their architecture gets to shine but it bloody well should. AMD's 'on paper' stats should have them all over Nvidia but their lack of DX11 prowess in favour of Unicorn chasing DX12 has let them down for 2-3 years. And now DX12 is sort of coming along (because let's face it - it's not really anywhere near replacing DX11) it means Nvidia can build it;'s own Unicorn stable and call it Volta (I'd prefer Roach).
Vega cannot have multiples of shaders and ACE hardware AND be as fast as Pascal. Sacrifices will be made. Hell, look at GP Titan X - it's already about 200Mhz slower than GTX 1080 as it has 1000 more cores.
Unfortunately, the other glaring issue with AMD is that they absolutely need to make a developer adopt an abundance of their suited DX12 features. Nvidia can use DX12 just fine but if Nvidia help develop a game, they're not going to 'allow' a full utilisation of AMD hardware - like it or not. Is it shit? Yes. Is it business? Yes. The next big 'real' game that isn't a tech demo or small release is Deus Ex. I love those freaking games. It's AMD sponsored. It will be very good to see how that runs. Bearing in mind, I'm still DX11 bound, it's meaningless to me anyway but if Nvidia's Pascal runs that game fine, that will give you a good idea of the future of DX12.
The reason I get so ranty is I'm pissed off AMD haven't come to the table with a faster chip than Fiji. We now have GTX 1070/1080/Titan X from Nvidia and very little back from AMD. A sneeze with Polaris - great for 1080p/1440p but not future looking for 1440p. I would buy a Fury X but what's the point? My card is way faster than stock 980ti so my card is also way faster than Fury X, especially in my native DX11. Even in DX12 my card's clocks make it a GTX1070 match.
Meh, rant over.
Fury X
Shading Units: 4096
TMUs: 256
ROPs: 64
Compute Units: 64
Pixel Rate: 67.2 GPixel/s
Texture Rate: 268.8 GTexel/s
Floating-point performance: 8,602 GFLOPS
Memory Size: 4096 MB
Memory Type: HBM
Memory Bus: 4096 bit
Bandwidth: 512 GB/s
GTX 1070
Shading Units: 1920
TMUs: 120
ROPs: 64
SM Count: 15
Pixel Rate: 96.4 GPixel/s
Texture Rate: 180.7 GTexel/s
Floating-point performance: 5,783 GFLOPS (up to ~7000+ GFLOPS if 1900Mhz)
Memory Size: 8192 MB
Memory Type: GDDR5
Memory Bus: 256 bit
Bandwidth: 256.3 GB/s
GTX 1070 is basically obliterated here by the Fury X (aside from Pixel filtrate and Memory amount)
Also, indeed were out of topic already
Async compute IS enabled for Pascal, and it DOES show performance improvement. I think the holding on the the straws of Maxwell having async compute should stop. It doesn't have it, in any way that nVidia cares to support it...
Pascal, for me, shows improvement with Vulkan enabled. I have a good 10+FPS boost when I have it enabled, so I will keep it enabled. Even if async compute isn't yet implemented on Pascal in Vulkan on Doom.
And yes, all arguments about DX 'anything' can take a back seat to one sided game development.
Pascal improves async compute functionality compared to Maxwell (which facepalms when trying) but NVIDIA's implementation is still behind AMDs. Then again, async compute is only beneficial when the card has idle hardware.
Strategy of AMD needed to focus on market share and only way to achieve gains there was to get low to mid priced GPUs out 1st. 460, 470 and 480 will do just that. Is it shit? Yes for guys like you who wait for the new flagships from both companies to allow price war to help you get the best in vfm. No for 80% of whoever is in search for their next GPU to play @1080P though. And since we don't know Vega's core size (HBM2 ommited from that size), we cannot calculate if it reaches or surpass 1080 performance. So, it might do the trick and help all in search of better and cheaper high end GPUs as they already achieved this for the ones who want a worthy GPU for less than $300. Volta is too far ahead to affect anything in 2016-2017 market after all. Let's hope DX12 and Vulcan get adopted sooner than later for the benefit of all, as better (more advanced in physics and graphical fidelity) games in several aspects will come out of that change. :toast:
Synchronous rendering is when you have 1 graphics rendering thread and all graphics compute tasks are executed in sequence. It's what we have with D3D11 and older. Here, it was all about utilizing available shaders as effectively as possible, that's why they were always chasing that sweetspot of not wasting GPU die size on stuff you can't possibly use efficiently for a single threaded rendering. All hardware capabilities that weren't used were essentially wasted.
Asynchronous is when you can split up your rendering workload into several rendering threads and compute them in parallel. You can split it up whichever way you like it for as long as that makes it beneficial to either coding or rendering performance. Of course, more shaders will mean you can do more things in parallel before you stuff them all to 100% and they can't accept more workload.
My understanding is that Pascal doesn't actually do async but they fixed the scheduling problem so that Pascal can rapidly change task instead of waiting for the lengthy pipeline to clear. This change allows it to get a 5% performance boost where AMD sees 10%.
There's two things going on here: async shaders and scheduling. Scheduling involves interrupting the graphics queue to inject a compute task (Pascal does this). Async involves finding idle hardware an utilizing it (Pascal doesn't do this). Both are complex and both are important.
Edit: Don't believe me? Believe Anandtech: