I can't wait till 3rd gen ryzenhttp://www.guru3d.com/news-story/benchmarks-and-cpu-z-screenshots-amd-ryzen-threadripper-2990x-with-32-core-surface.html
Ouch.....What does intel have to counter this on high end desktops?....Nothing.

I can't wait till 3rd gen ryzenhttp://www.guru3d.com/news-story/benchmarks-and-cpu-z-screenshots-amd-ryzen-threadripper-2990x-with-32-core-surface.html
Ouch.....What does intel have to counter this on high end desktops?....Nothing.
http://www.guru3d.com/news-story/benchmarks-and-cpu-z-screenshots-amd-ryzen-threadripper-2990x-with-32-core-surface.html
Ouch.....What does intel have to counter this on high end desktops?....Nothing.
and the only trick is if this multi GPU approach is completely transparent to the O/S and developers
At least the bandwidth issue is easily solved with the use of HBM as the bus itself passes inside the GPU die itself and no longer in the video card PCB, so it can be made as wide as it needs to be.....Current Vega chips use an HBM memory bus 1024 bits wide for each memory chip which is undoable on a PCB in the traditional way, and their memory runs at a pretty low clock speed, so the next generation coming up next year passing the 1 TB/sec mark wouldn't be the least bit surprising and doesn't even require a new memory type either.....It's all in how wide the memory bus is.
We had this.
It was called 'SLI with driver profiles'.
And seriously, did you just ignore the bit where I pointed out that games (and indeed other high performance apps) don't treat the CPU as some kind of black box and have some awareness of what they are running on?
What you are suggesting is the GPU version of telling every app they are running on a single core, single thread machine and hope some magic lets them scale up via the OS or hardware just 'rescheduling work' behind the scenes...
Awwww, bless, you think there is such as thing as 'enough bandwidth', how adorable![]()
You put a 1TB/s bus on a single GPU and someone will find a way to use it to increase the quality of what is being rendered - that's basically the history of graphics development right there.
It's also not just about the total bandwidth, but about usage - you don't want one GPU to be doing a heavy bandwidth process at the same time as the other GPU, so you start going down the route of cross GPU sink/stalls and communications which just had a whole host of New **** That Can Go Wrong.
And this is without taking in to account the overhead for all the new signaling and various other factors which means as soon as you start hammering the bandwidth from two locations, in a non-coherent fashion your overall bandwidth availability drops faster than you expect. (Early PS4 docs, for example, had some bandwith numbers when the GPU and CPU where both touching the bus at the same time... the fall off was non-linear. Two GPUs only make the problem worse.)
Frankly trying to say that 'Oh, that can do it on a CPU, so a GPU is easy...' is naïve at best, utterly foolish at worse...
And we seem to have multi GPU support in the latest version of direct X12, so that driver profiles for either SLI or Crossfire are no longer needed, so it seems to suggest that hardware resource mangement is handled directly by the API with no driver help required any longer.
As for the last part, given that CPU's run hundreds of different programs that behave differently in every case and they went MCM with it, going the same route with a GPU where the primary goal is running graphics and supporting the graphics features of DX12 and Vulkan, doesn't sound like a big deal when you look at the big picture.
You didn't repeat the mantra did you.
Getting MCM to work and getting MCM to work well are two totally different problems but as you seem to have such a hard-on for the CPU comparison then let me point out that when CPUs started to either come in pairs (ah, the dual CPU Celeron boards) or picked up extra cores it took time for games to make use of it and it took even longer to make anything approaching optimal use of it as core counts climbed.
However, I guess I shouldn't be too hard on you.. the fact you seem to think you can just slap these things on an interconnect and make the bus a bit wider and everything will be great is to be expected... I mean, if you had any real knowledge or training in this area you wouldn't be making these arguments.
Edit:
And this is my last post on the subject... I really REALLY cba going around in circles on this subject any more, I'm bored of it already frankly...
My arguments are based on technical feasibility, design development cost and mass volume production cost, so you have to do better than it being more trouble to program for on your end of things as the only major drawback here.
I'm done too.....![]()
well if both nv and AMD do get it working and both go that way and they are both talking about it
game programmers will just have to live with the extra work if need be
or see loss of sales as both 4k and 8k gaming are going to need more than 7nm+ can give I think
Ok... I've been weighing this thought for a while...
What if MCM is an idea that instead of making multiple whole GPUs... Why not just split the compute clusters?
Say 2 compute clusters connected to 1 "interface die" with L3 cache maybe and the core's memory controller. So the OS only see's one "GPU" since its only interfacing with 1 chip?
Say 2 compute clusters connected to 1 "interface die" with L3 cache maybe and the core's memory controller. So the OS only see's one "GPU" since its only interfacing with 1 chip?
Two AMD patents that may point to the future architecture of their GPU's | Super Single Instruction Multiple Data (Super-SIMD) | Low Power and Low Latency GPU Co-Processor for Persistent Computing