My dad works in power plant/heating engineering I know full well what their machine have. You won't see any Quadros, FirePros or Xeons ever in those. His machine in current job has specs like this:
i7 2600K
Intel motherboard
stock cooler (thermal paste never changed)
some cheapo case with suffocated ventilation and only USB 2.0 port available
Radeon HD 7770
Codegen power supply
4x4GB DDR3 RAM
Storage was recently upgraded from hard drive to 512GB SSD, SSD wasn't even screwed down
Windows 7
In his last job he had some random machine with AMD Phenom quad core chip. At home he used ancient PC to do some overtime, specs were:
AMD Athlon 64 3200+
DFI K8T800 Pro ALF
nVidia FX 5200 128MB
stock cooler
80GB IDE HDD
Windows XP 32 bit
I remember he once got work laptop. It was a higher end laptop... from decade ago. It only had Core 2 Duo something, 2GB RAM, 5400 rpm HDD and Intel GMA.
I have absolutely zero idea what tasks those PCs were running, so ... okay? If anything, that just indicates that those tasks can't have been particularly performance or precision sensitive. I would be rather shocked if the people designing or building a power plant, or running CFI simulations for a reactor, a high-load heat exchange system, etc. were using that class of software.
I have been in hospitals too, where I was often examined and most of the time there were windows XP machine with Core 2 era hardware as late as 2018. There were some Windows 2000 machine too. My university has regular computers. They are various models with circa Phenom X4 - Sandy Bridge era i3s. Onboard graphics only. Only IT department has one beastly machine with Xeon, Titans in SLI, 32GB RAM and (wait for it) Windows 7. My school's engineering/drafting (CAD) class only had Pentium D, 4GB RAM, Intel integrated Windows XP machines. My university's computer lab only had Sandy i3 with 4GB RAM, HDD only storage and "blazing fast" Intel HD 2000 graphics, which took forever to draw ArcGIS maps.
You seem to be mistaking statements of "these products are used in these industries" with "these products are used
in every instance, everywhere in these industries". Nobody here has made the latter claim. The average PC running in a hospital or university isn't likely running heavy computational workloads, but might just be used for reading and writing to various databases and other organizational tasks, and only needs hardware to match. Heck, a lot of stuff in hospitals and all kinds of laboratories is run on low-power, low performance embedded terminals of various kinds as well.
Go talk to someone managing hardware for an MRI or CT scanner, and ask them what GPUs are running those tasks. Anyone in any kind of medical imaging, really. Or someone doing research on any type of molecular biology or biochemistry that involves any kind of modelling or simulation. That's the stuff we're talking about - the stuff that needs high performance compute, ECC, and to some degree also FP64, though with the introduction of more machine learning based approaches, less of that going forward (as high precision is only needed for training models, not running inference on them - that's FP32, FP16, INT8, or some AI-specific format like Bfloat16).
Of course a lot of the heavier compute tasks, particularly within research, is increasingly offloaded to off-site cloud compute services - Azure, AWS, or any of dozens and dozens of smaller providers. Unless the hospital or university is sufficiently wealthy to build and run their own HPC clusters, of course.
I'm sorry, but I think you are heavily overestimating what businesses actually use. Xeons, Quadros and Radeon Pros are really a luxury products and nobody buys them unless strictly necessary and since those parts are basically the same as consumer hardware, they are barely ever used. It's not even about cost, but that IT people don't even know that they could benefit from those parts. You also heavily overestimate the staff in healthcare sector and their IT knowledge. Some of them are Unga Bungas with computers. They only know (hopefully) how to do healthcare, but not healthcare + IT.
See above. You're misinterpreting "these products are used in these industries" as "these products are
always, exclusively used in these industries." We are telling you where the relevant use cases are, we are not making all-encompassig claims about the hardware used in all aspects of these industries.
BTW respect to that old ass HD 7770 for soldiering on for over decade without ever being cleaned. Old school GCN aged quite well.
Absolutely - GCN has aged very well, especially in terms of compute, even if its efficiency is obviously crap by today's standards. And even consumer electronics can run for a
long, long time - I ran my old Core2Quad for nearly a decade as my main CPU, with a 31% overclock for the last few years of my ownership of it, before selling it on to someone else (who at least never reported to me that it had failed, so I'm assuming it still works). GPUs can also work for a long time as long as they aren't hammered or some onboard component fails - MOSFETs and capacitors are the main killers of those things, on top of ensuring good overall designs that avoid internal resonance, hot spots, etc.
It just depends on how they decided to segmentate their hardware that gen.
Yes, that's what I've been saying the whole time. That is not equal to them being "crippled" or "harvested". Different tools for different uses made to different standards.
Guess what, nVidia/AMD don't do any extra. Dude, I have used FirePro v5800 and v3750 cards. There wasn't any extra robustness on them at all. You get literally identical PCBs to consumer tier hardware, often the same voltage, crappy reference coolers, that just prevent GPU from melting and that's all. They are really nothing more than consumer tier cards with lower clock speed, which in turn dramatically lowers TDP. There is no magic in them, no secret features. You get a bit more knobs in control panel, but that's all. The real difference is their drivers. I have tried playing games on those cards and I immediately noticed vastly superior depth rendering. Also desktop rendering appeared to be sharper. That's compared to GTX 650 Ti. And yes I set HDMI to proper black level, as well as full RGB. There were some actual visual quality differences.
I never said they had "secret features" or magic. Also, have you considered that for a resource-strapped company like AMD was back in those days, they might take the cheaper approach of engineering one good board, rather than one good and one slightly less good but cheaper board? AFAIK the workstation market was less dominated by Nvidia then than now. A lot of this work is also transferable, at least if the workstation board doesn't require something like a ton of PCB layers or more premium PCB materials that would necessitate a separate design for the consumer card.
In terms of QC those cards just didn't have any extra. v3750 is literally the same HD 4670 down to same capacitors used. Literally identical. Maybe super high end workstation cards actually get higher QC, but there's no evidence for that. BTW that v3750 BSODed every time YT was launched or if YT video was embedded into website, so same crappy ATi drivers also make into FirePros. AMD today give "pro" drivers to Polaris cards, but those pro drivers are literally old mainstream drivers, which are somewhat more stable. There was no other advantage to them. You also get the same as mainstream video quality. And yes, new features take forever to get incorporated and I was finally fed up with them, when I saw driver problems with modern games and that problem just didn't exist in mainstream drivers anymore. Pro drivers weren't updated for months.
Pro drivers are literally never updated as frequently as consumer ones - that's a feature, not a bug. Bugfixes are ideally pushed out rapidly, but not necessarily, and regular driver updates are intentionally slow, as the last thing you want when doing work is for a driver update to break something. And yes, the same goes for adding features - unless those features add significant value to pro customers, it's safer to leave them out in case they have some unexpected side effect. I kind of doubt AMD - especially considering how little money they had to spend on driver development back then - had the resources to care about youtube crashing a Pro GPU.
Maybe nVidia does things differently, but AMD's pro stuff is truly nothing special.
I'd like to see some more conclusive evidence as to that than decade-old pro GPUs and half-decade old consumer GPUs running stripped down "pro" drivers.
More like nV and AMD completely don't give a shit about them, rather than them being useless. They don't have any competition in this market, so they can do as they please.
Making an FP64 accelerator isn't all that difficult - at least compared to the other hardware accelerators various startups make all the time for AI and the like. If there was a market for this, they would exist. It's reasonably clear that to the degree the market for this exists, it is sufficiently saturated by AMD and Nvidia's top-end compute accelerators, which still have 2:1 FP64 capabilities. And given the massive surge in cloud compute in recent years, the need for on-site FP64 compute is further diminishing, given its mostly specialized applicability.
I guess I forgot that, however Zen ran obscenely hot at launch. Just as hot as FX chips.
That's a misconception - though one AMD caused for themselves with some
really friggin' weird sensors. Those thermals included significant (>20°C) offsets, if you remember. So when my first gen 1600X told the system it was running at 80+°C, the reality was that it was sitting in the low to mid 60s. They barely ran warm at all, they just made themselves look that way.
AFAIK this (stupid) way of doing things was done to maintain a (very) low tJmax rating without forcing motherboard makers and OEMs to fundamentally reconfigure their fan curves and BIOS configurations. Which seemed to stem from an insecurity regarding the actual thermal tolerances of this new architecture on an untested (and not all that great) node. The subsequent removal of these thermal offsets on newer series of CPUs tells us that this caution is no longer there.
AMD still haven't completely solved that problem with connecting chiplets to IHS, therefore heat is trapped in transmission.
That ... again, just isn't a very accurate description. Zen 3 (and to some degree Zen 2) is difficult to cool due to its very high thermal density, which is in turn due to its relatively small core design on a dense node. Higher thermal density makes spreading the heat sufficiently and with sufficient speed more of a challenge, simply due to it being more concentrated - which both raises absolute temperatures in the hotspot and means heat has to travel further across an IHS. Of course the newer cores drawing as much or more power per core than older ones in order to reach higher clocks doesn't help. In the end, this comes down to physics: concentrating the same heat load in a smaller area makes it more difficult for any material contacting that area to efficiently and rapidly dissipate that heat, and to keep the temperature at the heat source at the desired temperature. This is unavoidable unless you also change the material or construction of the IHS and TIM in between die and IHS. I've speculated previously on whether we'll see vapor chamber based IHSes at some point specifically for this reason, as at some point copper alone just won't be sufficient.
There are obviously optimizations to be done: a thinner diffusion barrier on top of the die improves thermal transfer (see the Intel ... was it 10900K, where they effectively sanded down every die for those?), but runs some risk of premature hardware failure due to TIM materials diffusing into the silicon and changing its characteristics. This is generally avoidable though, with some forethought. Thinner solder between the die and IHS will also help, though that's difficult in practice for mass production. Liquid metal outperforms solder, so that's another possible solution - and one that's been used in mass produced electronics with great success for quite a few years now. So there are still ways to improve things. But none of that boils down to "AMD not having solved that problem with connecting chiplets to IHS".
FX chips weren't as hot as many remember, just compared to Sandy I series they were. Initially maximum temperature spec was just 62C due to poor sensor calibration, but later it was lifted to 72C. FX chips were great at being spread out design, which was very efficient at transferring heat to IHS. I also found out that FX 6300 can run passively with Mugen 4 heatsink in enclosed case and it only reaches 58C reported temperature in long prime95 small FFT run. Do that with Ryzen 1600x and it will throttle, not to mention reach way higher temperature.
FX didn't run all that hot unless you wanted them to compete with Intel at the time, which forced you into 200+W overclocks (or buying one of their 200+W SKUs). Outside of that it was ... fine?
KSP
Yep, that one game that is essentially a gamified high precision physics simulation at its very core, with
very few other aspects to the game. One might almost wonder if
something makes it uniquely suited to adopting FP64?
But for real, it's very hard to find info about how PhysX worked, I know that it did FP, but which? KSP is the only game I found example of utilizing FP64. Others might use it to, but like I said, nobody says that their game uses FP64 or even FP32. companies just don't share their super technical details so freely.
PhysX was, AFAIK, FP32 through CUDA.
And given how game developers love to use the technical specificities of their games to drum up interest, it would be really weird if there were any notable titles out there using FP64 in any significant way with nobody aware of it. As has been said time and time again now: FP64 is more complex to program for and its only benefit is higher precision, which generally isn't necessary in games (as FP32 is already quite precise). The reason nobody is using it or talking about using it is that the only thing that would gain them and their gain would be more work and worse performance. It would have zero noticeable benefits in the
vast majority of games.
I read more and it seems that Arma 2, Universe Sandbox may use it. Star Citizen's game engine does use FP64. Hellion certainly uses FP64.
Yet they run fine on modern, low-FP64 architectures, right? So, presumably, for whatever it's used for in these games, either it's relatively low intensity, or it's run server-side rather than locally. And crucially, one of the acutal useful applications of "AI" (neural networks) is running these kinds of simulations much faster, at much lower precision, yet with similar accuracy in the outcomes as the algorithms are that much more precise.
Form what I read, FP64 is being utilized more off-screen, where compute capabilities can be utilized.
It would likely be useful in things like simulating a vast physics-based universe (Star Citizen) or large amounts of highly complex AI over a significant amount of time, in scenarios where it's crucially important that those AIs or physics simulations are repeatable and predictable to a very high degree. That's what FP64 is good for - high precision, i.e. predictable and repeatable outcomes when running the same simulation many times, to a
very high degree. FP32 is already pretty good at that, but generally insufficient for something really complex and high stakes like MRI imaging. Simulating a persistent physics-based universe isn't all that different from that - but that's also mainly done server-side.
But on other hand, Unity engine has used double precision floats too, but I can't find where specifically. UE5 is speculated to use FP64, but there's no confirmation of that. UE4 can support FP64 if needed, but that's avoided due to performance penalty, lack of support on certain hardware for doubles altogether and hardness of troubleshooting. So devs do a lot of work to make things work in FP32. If FP64 performance was great and capable cards common, it could take gaming to quite a different space than it is today. FP32 is a bottleneck, not a natural sweet spot.
The first half of what you're saying here is correct, but the second half is pure conjecture and speculation - and to some degree contradicts the first half. After all, if
difficulty troubleshooting is a problem of FP64, how can that mean that devs are doing
more work to make FP32 work for them? That sentence literally tells us that
FP64 would be more work, not the other way around. And it's not surprising that most game engines can or do support FP64 - it exists, and it has certain specialized uses. You're also speculating that there is significant pent-up demand for the ability to use high performance FP64 in games, which isn't supported by what you said before. That's just speculation. That it's avoided due to having drawbacks doesn't mean it would be widely adopted if some or all of those drawbacks were reduced, as it would still need to be
useful in some significant way.
Yes them, dunno about you, but in Lithuania even big businesses get their hardware from retailers, retailer do get their stuff from single big logistic center and that center gets stuff from perhaps nVidia. No business would want to deal with expense or hassle of basically doing retail themselves.
Large enterprises either buy directly from the producing companies, or do so through the intermediary of a distributor, but with the deal then typically being a three-party deal, with the distributor getting a cut due to their infrastructure and personnel being used. The question is
how large of an enterprise you have, as this takes some size to do - but all businesses of sufficient size do so, as it is both faster, cheaper, and far more flexible than buying retail or buying from the distributor wihtout involving the producing company. If that doesn't happen in Lithuania, either the companies in question aren't of a sufficient size, or someone
really needs to tell them that they ought to be doing this, as they would otherwise be throwing away a lot of time and money. They're in the EU after all, so they can use Nvidia/Intel/AMD/whoever's EU distribution networks and professional sales networks.
I'm not, but don't you think that FX revisions also changed core internals? It did, I just don't see any point in mentioning that, because it's obvious. Chip layout was indeed very similar, but if you compare K10 core layout to FX, there's no similarity. Zen didn't do that.
You
are confusing those two. Yes, the various heavy machinery revisions updated various architectural traits of the cores - like that 20% IPC gain we spoke about before with Carrizo. Just as Zen 1, 1+, 2 and 3 also have significant changes between their cores. The difference is, these are revisions on the same design (
though Zen3 is described as a ground-up redesign, tweaking literally every part of the core, with previous revisions being much more conservative). Within the same instruction set, and especially the same company and design teams (and associated patents, techniques and IP) there is obviously a fuzzy line between a new architecture and a tweaked one, but drawing lines is still possible - and frequently done. Zen1 was
far greater of a departure from anything AMD had made previously than any subsequent design,
despite Zen3 being a ground-up redesign. Sharing a vaguely similar layout tells us nothing of any significant value about the low level architectural details of a chip.