Monday, September 3rd 2018
AMD Fast-tracks 7nm "Navi" GPU to Late-2018 Alongside "Zen 2" CPU
AMD is unique in the world of computing as the only company with both high-performance CPU and GPU products. For the past several years we have been executing our multi-generational leadership product and architectural roadmap. Just in the last 18 months, we successfully introduced and ramped our strongest set of products in more than a decade and our business has grown dramatically as we gained market share across the PC, gaming and datacenter markets.
The industry is at a significant inflection point as the pace of Moore's Law slows while the demand for computing and graphics performance continues to grow. This trend is fueling significant shifts throughout the industry and creating new opportunities for companies that can successfully bring together architectural, packaging, system and software innovations with leading-edge process technologies. That is why at AMD we have invested heavily in our architecture and product roadmaps, while also making the strategic decision to bet big on the 7nm process node. While it is still too early to provide more details on the architectural and product advances we have in store with our next wave of products, it is the right time to provide more detail on the flexible foundry sourcing strategy we put in place several years ago.
AMD's next major milestone is the introduction of our upcoming 7nm product portfolio, including the initial products with our second generation "Zen 2" CPU core and our new "Navi" GPU architecture. We have already taped out multiple 7nm products at TSMC, including our first 7nm GPU planned to launch later this year and our first 7nm server CPU that we plan to launch in 2019. Our work with TSMC on their 7nm node has gone very well and we have seen excellent results from early silicon. To streamline our development and align our investments closely with each of our foundry partner's investments, today we are announcing we intend to focus the breadth of our 7nm product portfolio on TSMC's industry-leading 7nm process. We also continue to have a broad partnership with GLOBALFOUNDRIES spanning multiple process nodes and technologies. We will leverage the additional investments GLOBALFOUNDRIES is making in their robust 14nm and 12nm technologies at their New York fab to support the ongoing ramp of our AMD Ryzen, AMD Radeon and AMD EPYC processors. We do not expect any changes to our product roadmaps as a result of these changes.
We are proud of the long-standing and successful relationships we have built with our multiple foundry partners, and we will continue to strengthen these relationships to enable the manufacturing capacity required to support our product roadmaps. I look forward to providing more details on those innovations as we prepare to introduce the industry's first 7nm GPU later this year and our first 7nm CPUs next year.
Source:
AMD Investor Relations
The industry is at a significant inflection point as the pace of Moore's Law slows while the demand for computing and graphics performance continues to grow. This trend is fueling significant shifts throughout the industry and creating new opportunities for companies that can successfully bring together architectural, packaging, system and software innovations with leading-edge process technologies. That is why at AMD we have invested heavily in our architecture and product roadmaps, while also making the strategic decision to bet big on the 7nm process node. While it is still too early to provide more details on the architectural and product advances we have in store with our next wave of products, it is the right time to provide more detail on the flexible foundry sourcing strategy we put in place several years ago.
AMD's next major milestone is the introduction of our upcoming 7nm product portfolio, including the initial products with our second generation "Zen 2" CPU core and our new "Navi" GPU architecture. We have already taped out multiple 7nm products at TSMC, including our first 7nm GPU planned to launch later this year and our first 7nm server CPU that we plan to launch in 2019. Our work with TSMC on their 7nm node has gone very well and we have seen excellent results from early silicon. To streamline our development and align our investments closely with each of our foundry partner's investments, today we are announcing we intend to focus the breadth of our 7nm product portfolio on TSMC's industry-leading 7nm process. We also continue to have a broad partnership with GLOBALFOUNDRIES spanning multiple process nodes and technologies. We will leverage the additional investments GLOBALFOUNDRIES is making in their robust 14nm and 12nm technologies at their New York fab to support the ongoing ramp of our AMD Ryzen, AMD Radeon and AMD EPYC processors. We do not expect any changes to our product roadmaps as a result of these changes.
We are proud of the long-standing and successful relationships we have built with our multiple foundry partners, and we will continue to strengthen these relationships to enable the manufacturing capacity required to support our product roadmaps. I look forward to providing more details on those innovations as we prepare to introduce the industry's first 7nm GPU later this year and our first 7nm CPUs next year.
97 Comments on AMD Fast-tracks 7nm "Navi" GPU to Late-2018 Alongside "Zen 2" CPU
Stop trolling and read up, Nvidia use a special proprietary 12nm node for turing, you think that design can just be popped over to the 7nm machine.
Don't change your opinion , who the F cares.
Vulkan is a gaming API and an open-source competitor to a proprietary DirectX... by Microsoft.
You do know that Nvidia is also a member of Khronos Group, right? :-D
Optix mentioned by @londiste is a general-use ray tracing API.
The only gaming-related commercial Nvidia software I could think of is GameWorks. While it's not free, it's definitely open-source since 2016. AMD's rivaling software is GPUOpen (free).
Vulkan is a (gaming-oriented) API. How RT will be implemented there is a bit of an open question at this point. Probably (vendor-specific) extensions.
DXR is part of DX12 API, RTX is Nvidia's implementation for this.
In other words: I'm an extreme positivist and you're a religious zealot?
I can live with that! :-D You, being very happy with your Vega, really fits well into the whole picture. OMG! Now it's a proprietary 12nm node! And is AMD using an open-source node?
I can already imagine this TSMC plant with a thick line on the floor dividing it into proprietary and open-source parts! And every time a worker crosses it into the "proprietary" part, a fairy loses wings...
Presently own four Nvidia cards and seven Amd not one card ,not biased ownership;).
And Nvidia worked with tsmc for that exclusive proprietary 12nm node, It Is just for Nvidia in consumer gpu land by legal privilege.
This nonsense has to end.
Man, you are so fun! I think you're talking about a different event than the one I remember. ;-)
OpenGL lost in late 90s, because it was promoted by a weak company struggling to find a place on quickly changing market (they went bankrupt few years later).
DirectX, on the other hand, was supported by a much larger and growing company, which was driving the actual change happening.
It wasn't DirectX that won. It was Windows. :-)
I have no knowledge about Nvidia's impact on that events.
Riva TNT was great, but I don't think they had the position required to impose anything. ;-)
And I had a Riva TVT Vanta, so I hope @theoneandonlymrk will let me have an opinion! :-D
no keep your opinion to your biased self.
see other bolds Susan ,you get the idea
To be honest, I think there are countless more interesting and productive ways of getting money for PC parts, but again - it's your choice. You decided to try mining.
But the connection between this and having knowledge about them is still a mystery to me.
Few comments ago you said that I "know only what I read". So my knowledge comes from reading and your comes from owning GPUs? :)
You're shifting between trying to intimidate me because I have a cheap GPU and trying to offend me because I read.
I don't think your strategy is a very good one... Well, it doesn't make sense to me. What about hemorrhoids?
I seldom complain about my computers, because I spend a lot of time choosing parts. And I buy those that match my needs.
Honestly, computers are just way too interesting to waste time on trying GPUs. It's just a magic box that makes the monitor shine. Why do you care so much? Could you please point to the comment when I said that? LOL. Is this a challenge? You can test my knowledge if you want.
At least I know something about GPUs that's older than my GPU. :)
So in short stop trying to twist what im saying and missquoting me and I'll do you the same honour.
As for me not reading and you only reading , clearly i was indeed yanking your chain but your definitely biased and hence quite wrong about much including where my knowledge comes from.
I enjoyed living in the home of computation through its birth and consumerisation ,i got involved.
And I am not biased unlike you.
The turning point was 2001, when Microsoft came with DirectX 8.
OpenGL lost when nGreedia took hopeless (but greedy, at least they are consistent in their greediness, one can give them that)
"my own extension incompatible with competitor" way with addressing shaders in DirectX. It's obvious.
SGI had no interest in getting OpenGL to games or consumer 3D acceleration at first. It woke up when 3D accelerator cards started to boom. At that point, Glide ruled the roost and control had to be wrangled away from 3dfx. SGI still did not care but Microsoft started to - D3D5 and later D3D7 were what did it. OpenGL remained in the competition mainly because both id and Epic wanted to support cross-platform and were a bit idealistic (and their engines were overwhelming in the market).
Extensions dealing with shaders (for ATI as well) were due to simple fact that OpenGL was stagnating. Shaders really became a thing with OpenGL 2.0 around the end of 2004. The stagnation of OpenGL was primary reason for transferring the control over OpenGL to Khronos group in 2006.