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New arc A770 16GB Showing Only 512 Unified Shaders?

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Hey Friends!



I have a very good question i believe about my new baby.. (the ARC A770 BRAND NEW 16GB!!!)

Now, if you know me of have seen ANY of my previous posts you will know i usually will be buying up used and broken GPU's KNOWING they do not work with the chance fixing them... with no sucess usually lol

But now that i have a NEW and WORKING GPU that i never knew or even thought of even having...EVER..my question is this:

right here on Techpowerup it states that the shading units are what is listed below right?


Well, after uninstalling, updating using DDU and re-installing and getting the same result in GPU-Z it only says 512 unified shaders in my GPU-Z??


I don't know why it says this and was wondering if this is happening to anyone else?

I am eagerly wating on anyone's response

It seems to move with some lag in my skyrim with about 1500+ mods (that's all i play and fallout 4 modded i love these but hate the base games a lot lol)

Is this normal and can i get them working a little better and was wondering if that was the problem?


I am currently using the specs below:

24 GB memory

AMD RYZEN 5 5600 6-Core CPU 12 logical

with rebar on and

with a 4.0 PCIE slot..

Thank you all and stay safe!
 
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Post a screenshot of GPU-Z maybe for posterity. Might be the app reading the execution units and reporting those. The number tracks, at least.
 
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512 EUs with 8 Shading Units each = 4096
 
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heres the screen shot from mine.

Screenshot 2024-04-07 151310.png
 

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I actually posted the same thread a year ago.


Maybe I am just the dumb one but I am curious. Is the calculation different for Intel?

why show the total amounts on Nvidia and AMD cards are they calculated in a different manner?
 
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You're Welcome :) have fun with your new GPU!
 
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Maybe I am just the dumb one but I am curious. Is the calculation different for Intel?

why show the total amounts on Nvidia and AMD cards are they calculated in a different manner?
Different hierarchy, I would guess. Intel has more sub-division. It’s not just “number of CU x number of cores in CU = total core number”. Intel has a weird “render slice” thing going on top of it. But yeah, at the end of the day it’s 4096 cores. And if GPU-Z reads, say, a 4060 as 3072 cores and a 7600 as 2048, then for consistency it absolutely should display the A770 as 4096.
Probably something that can be fixed in the next release of the software.

(oh, right, paging @W1zzard in the thread in case he might want to weigh in or acknowledge the issue, if it’s even one)
 
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Well, as long as it isin't any type of problem i'm good with it lol

This can be marked as resolved i guess :D

Well, as long as it isin't any type of problem i'm good with it lol

This can be marked as resolved i guess :D
THANK YOU all!
 
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Maybe I am just the dumb one but I am curious. Is the calculation different for Intel?

why show the total amounts on Nvidia and AMD cards are they calculated in a different manner?
There is no formal definition on what a "shader" is nor is there some universal way of counting them, all of these GPU makers count them in whatever way they wanna count them. Nvidia counts every FP32 FMA unit as a "core", AMD doesn't and neither does Intel.

A shader/stream processor/cuda core doesn't mean anything at the end of the day, if you look on Intel's page for this GPU the word "shader" isn't even mentioned, the only correct way of counting GPU cores would be to count the number of compute units, as those are the ones that can actually fetch/decode instructions.
 

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why show the total amounts on Nvidia and AMD cards are they calculated in a different manner?
You are absolutely right .. I think the correct number is indeed 4096 here, as that aligns with the number of 32-bit ALU operations (i.e. shader operations per clock)
 
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...Intel has a weird “render slice” thing going on top of it...
Nothing weird about it; nvidia has game processing clusters that can be individual graphics cards that contain texture processing clusters that contain variable amount of shaders and ATi has compute units with 64 or 128 shaders each.
 
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This is consistent with all the Intel iGPUs in my NUCs and laptops, the reported number is always the EUs (24, 48, 80 EUs), not the individual shading units. In contrast GPU-Z reports my AMD iGPU here as having 768 individual shaders though they are grouped into 12 EU-equivalents.
 
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Nothing weird about it; nvidia has game processing clusters that can be individual graphics cards that contain texture processing clusters that contain variable amount of shaders and ATi has compute units with 64 or 128 shaders each.
I am aware of that. Intel just goes a step deeper hierarchical. Or, rather, I suppose you might say they have a different approach naming-wise. The Xe Cores are not an equivalent to CUDA Cores or AMD shaders. Their equivalent would be Vector and Matrix engines that are actually what is counted as 4096 cores. So the VE form Xe Cores which firm Render Slices which then are the building blocks of the chip.
 

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This is consistent with all the Intel iGPUs in my NUCs and laptops, the reported number is always the EUs (24, 48, 80 EUs), not the individual shading units.
Correct, all Intel GPUs return EUs as "Shaders" in GPU-Z. I've gotta fix this
 
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Correct, all Intel GPUs return EUs as "Shaders" in GPU-Z. I've gotta fix this

It's cool, maybe when it becomes the most important thing to do. Otherwise known as "never". And it keeps my brain working to do: the 80EU has 640 shaders so it's 8 shaders per EU so the Arc A770 has 512x8=4096 shaders. Learnin' them base 2 numbers sure helps with quick math.
 
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It's cool, maybe when it becomes the most important thing to do. Otherwise known as "never". And it keeps my brain working to do: the 80EU has 640 shaders so it's 8 shaders per EU so the Arc A770 has 512x8=4096 shaders. Learnin' them base 2 numbers sure helps with quick math.
They better change that quick because the next generation Battlemage will change an "EU" to be 16 shaders, thus a "512 EU" Battlemage will be equivalent to 1024 EU of predecessors.

That's why Intel is using the Xe core terminology now.

Also, GPU-Z for Intel GPUs especially always had issues. For eons it reported fillrates inaccurately, and I even pointed it out, which they admitted to it but went back to the flawed numbers. These applications typically require manual input and is at the mercy of the knowledge of the programmer.
 

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You are absolutely right .. I think the correct number is indeed 4096 here, as that aligns with the number of 32-bit ALU operations (i.e. shader operations per clock)

Correct, all Intel GPUs return EUs as "Shaders" in GPU-Z. I've gotta fix this

Just want to bump this incase a revision of GPU-Z comes for BMG @W1zzard
 

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BMG shows the expected number already, no time for A-Series, going on holiday on Sunday and need to finish some reviews
 
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