Read more.Chip will be leveraged in a gaming PC and console from China's Zhongshan Subor.
Read more.Chip will be leveraged in a gaming PC and console from China's Zhongshan Subor.
So 1535 shaders at 1.3GHZ it appears. The PS4 PRO has 2304 shaders at 911MHZ. The GPU in the console might actually be closer to the PS4 PRO one due to the much higher clockspeed(!).
Edit!!
The GPU also shares the same amount of shaders as the Vega M chip in those Intel CPUs with an onboard AMD graphics chip. So I suspect it must be the same chip but for use with GDDR5.
Second Edit!!
Nope I was wrong - if this has FP16 it's another 1536 shader chip.
Last edited by CAT-THE-FIFTH; 03-08-2018 at 02:55 PM.
Could this lead to a resurgence in Steam OS? Well, whatever has replaces Steam OS.
Going to have to nit-pick. The "chip" doesn't have 8GB GDDR5 on it. It has a 256bit GDDR5 interface. The actual memory is soldered to the motherboard.
And I have to wonder whether 8GB of total RAM is going to be sufficient for a system with that substantial a graphics component...
" This isn't the same as an APU because these SoCs also come packing graphics/system memory as a single chip solution."
This was the end goal, care to correct your statement?
Except the memory isn't on chip, the source has been updated to clarify that it is a memory controller on chip, with a 256 bit interface to GDDR5 on the motherboard. It seems the Hexus article hasn't caught up.
I'm still left wondering if this is a single die or a multi chip module. Were the ram on the SoC then it would have to be an mcm as you don't do dram on a logic process. Also, the gddr5 is a fancy feature, but does it have a ddr4 system memory interface as well which is just too boring to talk about (in the same way they don't mention sata channels etc).
The issue there might be how that 8GB is split, AFAIK, on both console platforms the game can dynamically reprogramme memory allocation between the CPU and GPU. But I don't think the PC APIs are that flexible, since the OS inherently shares processes between a multitude of programmes. I guess we'll have to wait and see how that turns out.
The OS sees different virtual addresses of data that coincide in the same physical address, so virtual addressing fixes any potential conflict;
“Low-level access to the GPU really makes you understand why using DirectX is slow and why it is really just in your way. Being able to unmap/remap memory pages from its virtual address space while maintaining its contents is absolutely amazingly useful.”
www.redgamingtech.com/
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