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AMD RADEON™ R9290X, ONE BIG DGPU MIKE MANTOR MICHAEL.MANTOR@AMD.COM GRAPHICS,COMPUTE &VISUALIZATION ARCHITECT

GS-4152, AMD’s Radeon R9-290X, One Big dGPU, by Michael Mantor

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Presentation GS-4152 by Michael Mantor at the AMD Developer Summit (APU13) November 11-13, 2013.

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Page 1: GS-4152, AMD’s Radeon R9-290X, One Big dGPU, by Michael Mantor

AMD  RADEON™  R9-­‐290X,  ONE  BIG  DGPU  MIKE  MANTOR  –  [email protected]  

GRAPHICS,  COMPUTE  &  VISUALIZATION  ARCHITECT  

Page 2: GS-4152, AMD’s Radeon R9-290X, One Big dGPU, by Michael Mantor

AMD  RADEON™  R9-­‐290X,  ONE  BIG  DGPU  

Audio Technologies

Specifications

GCN Architecture

Display Technologies

A CONTINUED ERA OF GCN GRAPHICS & COMPUTE

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3   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

GRAPHICS CORE NEXT ARCHITECTURE

!  44  Compute  Units  !  4  Geometry  Processors  

‒  4  billion  primiIves/sec  

!  64  Pixel  Output/Clock  ‒  64  Gpixels/sec  fill  rate  

!  176  Texture  Units  ‒  176  Gtextured  pixels/sec  

!  704  32b  Load/Store  Units  ‒  Up-­‐to  2.8  TB/sec  L1  bandwidth  

!  1MB  R/W  L2  Cache  ‒  Up-­‐to  1  TB/sec  L2/L1  bandwidth  

!  512-­‐bit  GDDR5  memory  interface  ‒  320  GB/sec  memory  bandwidth  

!  New  AMD  CrossFire™  technology  !  AMD  TrueAudio  technology  !  6.2  billion  transistors  

‒  438  mm2 on  28nm  process  node  

RADEON™  R9  290X  

A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING

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4   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

! RADEON™  R9  290X   GCN GPU contains 4 Shader Engines ‒  Load balanced with each other ‒ Screen partitioning for pixel assignment

! A Shader Engine is a high level organizational unit containing: ‒ 1 Geometry Processor (1 Primitive Per Cycle Throughput) ‒ 1 Rasterizer ‒ 1-11 CUs (Compute Units)

‒  Instruction I$ and constant K$ caches shared by up to 4 CU each

‒ 4 RBEs (Render Back Ends) ‒ Up-to 16 – 64b pixels/cycle per Shader Engine ‒ Up-to 8 – 128b pixels/cycle per Shader Engine

SHADER  ENGINE  RADEON™  R9  290X   GRAPHICS CORE NEXT ARCHITECTURE

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5   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

!  CU = Basic Building Block of GPU Computational Power ‒  44  compute  units  (2816  SP  IEEE  2008-­‐compliant  shaders)  ‒  Device  Flat    (Generic)  64b/32b  Addressing  support    ‒ Masked  Quad  Sum  of  Absolute  Difference  (MQSAD)  with  32b  AccumulaIon  and  SaturaIon  ‒  Precision  improvement  for  naIve  LOG/EXP  ops  to  1ULP  ‒  Packed  64Bb  pixel  color  exports  –  effecIvely  double  reorder  buffering  in  64b  pixel  processing  w/access  power  reducIon  ‒  New  Local  Data  Share  (LDS)  Memory  OperaIons  

COMPUTE  UNIT  

Branch & Message Unit Scalar Unit Vector Units

(4x SIMD-16)

Vector Registers (4x 64KB)

Texture Filter Units (4)

Local Data Share (64KB)

L1 Cache (16KB)

Scheduler Texture Fetch Load / Store

Units (16)

Scalar Registers (8KB)

RADEON™  R9  290X   GRAPHICS CORE NEXT ARCHITECTURE

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6   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

!  Flat  Address  Space  (“flat”)  instrucIons  are  new  for  Radeon™  R9-­‐290X  and  allow  read/write/atomic  access  to  a  generic  memory  address  pointer  which  can  resolve  to  any  of  the  following  physical  memories:  

!  Global  memory    

!  Scratch  (“private”)  !  LDS  (“shared”)  !  Invalid  -­‐  MEM_VIOL  TrapStatus    

!  Device  Flat(Generic)  64b/32b  Addressing  mode  support  ‒  FLAT  instrucIons  support  both  64  and  32-­‐bit  addressing.    The  address  size  is  set  via  a  mode  register  (“PTR32”)  and  a  local  copy  of  the  value  is  stored  per  wave.  

‒ The  state  addresses  for  the  aperture  check  differ  in  32  and  64-­‐bit  mode    

COMPUTE  UNIT  RADEON™  R9  290X   DEVICE  FLAT  ADDRESS  

FLAT  

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7   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

! New  Local  Data  Share  Memory  OperaIons  ‒ F32  Min/Max/Compare  Swap  ‒ Full  complement  of  LDS  remote  atomic  op  with  shared  memory  dual  source  operands  ‒ LDS[Dst]  =  LDS[addr0]  op  LDS[addr1];  ‒ Fast  remote  reducIon  operaIons  for  arithmeIc,  logical,  Min/Max  F32  

‒ Read/Write  Exchange    96b/128b    

COMPUTE  UNIT  RADEON™  R9  290X   LDS  OPERATIONS  

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8   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

! SAD = Sum of Absolute Differences !  Critical to many video & image processing algorithms

‒  Motion detection ‒  Gesture recognition ‒  Video & image search ‒  Stereo depth extraction ‒  Computer vision

!  SAD (4x1) and QSAD (4 4x1) instructions ‒  QSAD combines SAD with alignment ops for higher performance and reduced power draw ‒  Evaluate up to 256 pixels per CU per clock cycle!

!  Maskable MQSAD instruction ‒  Allows background pixels to be ignored ‒  Accelerated isolation of moving objects

!  New : 32 bit destination accumulator register ‒ SAD/QSAD/MQSAD U32/U16 accumulators with saturation

2   5  

4   0  

7   5  

4   1  

5   4  

7   1  

9   4  

3   1  

3   5  

4   0  

2   5  

8   1  

5   5  

7   1  

9   7  

1   7  

9   3  

2   9  

1   5  

6   8  

1   4  

6   6  

3   2  

3   0  

3   2  

7   4  

5   0  

9   2  

9   9  

5   8  

4   0  

4   7  

3   0  

2   2  

8   2  

1   0  

7   1  

2   0  

3   9  

3   6  

SAD  =  59  

SAD  =  45  

SAD  =  58  

SAD  =  22  

Closest  match  

SAD  =  22  

AMD  Radeon™  R9  290x  can  evaluate  11.26  Terapixels/sec  *  

*  Peak  theoreIcal  performance  for  8-­‐bit  integer  pixels  

GCN  MEDIA  PROCESSING   MEDIA  INSTRUCTIONS  RADEON™  R9  290X  

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9   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

Process  and  rasterize  up  to  4  primi\ves  per  clock  cycle  

! Updated Geometry Processor Units – Off-chip buffer management improved

–  Larger posi\on & parameter caches

! GS + Tessellation is faster than before…

! However… memory can still be the bottleneck!

– Minimize the number of inputs and outputs for best performance…

! Small GS expansions can be done within LDS eliminating cache/memory traffic!

TessellaIon  off  

GCN  FIXED  FUNCTION  ARCHITECTURE   GEOMETRY  Geometry Processor Geometry Processor Geometry Processor

Tessellator Vertex Assembler

Geometry Assembler

Geometry Processor

Tessellator Vertex Assembler

Geometry Assembler Tessellator Vertex

Assembler Geometry Assembler Tessellator Vertex

Assembler Geometry Assembler

TessellaIon  off  

Image  from  Baulefield  3,  EA  DICE  

TessellaIon  on  

RADEON™  R9  290X  

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10   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

Z/Stencil ROPs Color ROPs

Depth Cache Color Cache

!  Depth/Color/Stencil processing conducted in the Render Back-Ends (RBEs) ‒  4KB Depth Cache

‒ Up to 16 coverage samples ‒ 16KB Color Cache

‒ Up to 8 color samples

!  Radeon™ R9-290X fragment rates ‒ 64 – 64b pixels per cycle ‒ 256 Depth Test (Z) / Stencil Ops per

cycle

* There are 16 RBEs on Radeon™ R9 290x  

GCN  FIXED  FUNCTION  ARCHITECTURE   RENDER  BACK  ENDS  RADEON™  R9  290X  

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11   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

! There are 4 Geometry Processors on Radeon™ Radeon™ R9 290x

‒  Overall Primitive Rate = 4 prims per clock (ideal)

! There are 4 Rasterizers on Radeon™ R9 290x (4 triangles x 16 pixels = 64 pixels per clock)

‒  Each rasterizer can read in a single triangle per cycle, and write out up-to 16 pixels

! Caveat: tiny (e.g. sub-pixel) triangles can dramatically reduce PS efficiency !  This can cause us to become raster-bound, unable to rasterize at peak-rate!

Geometry Processor

Tessellator Vertex Assembler

Geometry Assembler

Rasterizer

Scan Converter Hierarchical Z

Render Back-Ends

Rasterizer

Scan Converter Hierarchical Z

Render Back-Ends

Geometry Processor

Tessellator Vertex Assembler

Geometry Assembler

Rasterizer

Scan Converter Hierarchical Z

Render Back-Ends

Rasterizer

Scan Converter Hierarchical Z

Render Back-Ends

Geometry Processor

Tessellator Vertex Assembler

Geometry Assembler

Geometry Processor

Tessellator Vertex Assembler

Geometry Assembler

Command Processor

Compute Units

GCN  FIXED  FUNCTION  ARCHITECTURE   RASTERIZER  RADEON™  R9  290X  

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12   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

1 MB L2 R/W CACHE !  Upto16 - 64 KB L2 cache partition

‒ Relative to AMD Radeon™ HD 7970 ASIC ‒ Additional 33% last level cache capacity ‒ Additional 33% internal fabric bandwidth

‒  Up to 1TB/s L2/L1 bandwidth @ 1GHz operation

L2 Cache

Memory  Interface  ! 512-­‐bit  GDDR5  at  5.0  Gbps  

‒ 320  GB/sec  memory  bandwidth  

!  High  density  interface  design  ‒ 512-­‐bit  memory  interface  occupies  ~20%  less  area  than  the  384-­‐bit  memory  interface  uIlized  on  the  AMD  Radeon™  HD  7970  ASIC  

‒ Over  20%  more  total  bandwidth  ‒ 50%  increase  in  bandwidth  per  mm2    

64-bit Dual Channel Memory Controller

64-bit Dual Channel Memory Controller

64-bit Dual Channel Memory Controller

64-bit Dual Channel Memory Controller

64-bit Dual Channel Memory Controller

64-bit Dual Channel Memory Controller

64-bit Dual Channel Memory Controller

64-bit Dual Channel Memory Controller

L2  &  MEMORY  INTERFACE  RADEON™  R9  290X   GRAPHICS CORE NEXT ARCHITECTURE

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13   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

Tiled Resources & Partially Resident Textures  

! Enables application to manage more texture data than can physically fit in a fixed footprint ‒ Known as: Tiled Resources (Direct3D 11.2) and Partially Resident Textures (OpenGL 4.2) ‒ A.k.a. “Virtual texturing“ and “Sparse texturing”

! The principle behind PRT is that not all texture contents are likely to be needed at any given time ‒ Current render view may only require selected portions of a texture to be resident in memory ‒ Or, only selected MIPMap levels…

! PRT textures only have a portion of their data mapped into GPU-accessible memory at a time ‒  Texture data can be streamed in on-demand ‒  Texture sizes up-to 32TB (16k x 16k x 8k x 128-bit)

! All  Tier-­‐2  features  supported  in  Radeon™R9  –  290X  ‒  Shader  LOD  clamp  &  mapped  status  feedback  ‒ Reads  from  non-­‐mapped  Ile  returns  0  ‒ Min/max  reducIon  filtering  

!  OpenGL extension – GL_AMD_sparse_texture

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14   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

GCN  COMPUTE  ARCHITECTURE   RADEON™  R9  290X  

A NEW CONFIGURATION OF GCN FOR GAMMING AND COMPUTING

AMD Radeon™ HD 7970 GHz Edition

AMD Radeon™ R9 290X Increase

Geometry Processing 2.1 billion primitives/sec 4 billion primitives/sec 1.9x

Compute 4.3 TFLOPS 5.6 TFLOPS 1.3x

Texture fill rate 134.4 Gtexels/sec 176 Gtexels/sec 1.3x

Pixel fill rate 33.6 Gpixels/sec 64 Gpixels/sec 1.9x

Peak Bandwidth 264 GB/sec 320 GB/sec 1.2x

Die area 352 mm2 438 mm2 1.24x

Peak GFLOPS/mm2 12.2 12.8 1.05x

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15   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

GRAPHICS CORE NEXT

!  8 ASYNCHRONOUS COMPUTE ENGINES (ACE) ‒  Operate in parallel with Graphics CP ‒  Independent scheduling and work item dispatch

for efficient multi-tasking ‒  9 Devices with 64+ Command Queues!

‒  Fast work group boundary preemption ‒  Exposed in OpenCL™

!  Dual DMA engines ‒  Can saturate PCIe 3.0 x16 bus bandwidth (16 GB/

sec bidirectional)

A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING

GCN  COMPUTE  ARCHITECTURE  RADEON™  R9  290X  

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16   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

GRAPHICS CORE NEXT

!  ACEs are responsible for compute shader scheduling, synchronization & resource alloc

!  Each ACE fetches commands from cache or memory

!  Tasks have a priority level for scheduling ‒  Background à Realtime

!  ACE dispatch tasks to shader engines as resources permit

!  Tasks complete out-of-order, tracked by ACE for correctness

!  Every cycle, an ACE can create a workgroup and dispatch to the shader engines for round robin for wave launch ‒  Policies:priorities/keep out/limits/reservations etc

A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING

GCN  COMPUTE  ARCHITECTURE  RADEON™  R9  290X  

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17   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

GRAPHICS CORE NEXT

!  ACE are independent ‒  But, can synchronize and communicate

via Cache/Memory/GDS

!  ACE can form task graphs ‒ Individual tasks can have

dependencies on one another ‒ Can depend on another ACE ‒ Can depend on part of graphics pipe

!  ACE can control task switching ‒ Stop and Start tasks and dispatch

work to shader engines

A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING

GCN  COMPUTE  ARCHITECTURE  RADEON™  R9  290X  

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18   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

! Ace  -­‐  Independent  virtual  engine,  enabling  true  GPU  MulIprocessor  operaIon  ! Operates  out  of  assigned  virtual  memory    (All  commands,  instrucIons,  constants,  input,  output  memory  space)  

! Doorbell  hardware  feature  enables  architected  efficient  queue  write  pointer  update  

! Producer/Consumer  can  be  built  on  OpenCl™  and  advanced  HSA    ! Footprint  limiIng  with  load  balancing  techniques  between  concurrent  compute  ACE  threads    

 

ACE F32 GDS

Memory

Init

Dis

patc

h

Con

trol

Dat

a

CS CS Unified Shader

Intermediate

Data

Memory Input Data

Per  WG  Data  

Sync

Spawn

Alloc ACE F32

Dis

patc

h

Spawn

RADEON™  R9  290X   FUTURE  CS  CONCURRENT  MULTITHREADING  

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19   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

GRAPHICS CORE NEXT

!  Focus in GPU hardware migrating towards general-purpose compute units

!  Radeon™R9 290x GCN-based ASICs have advanced compute ‒ CP can dispatch compute ‒ ACE cannot dispatch graphics

!  Future will provide interactive compute and graphics

! If you aren’t writing Compute Shaders, you’re not getting the absolute most out of modern GPUs

A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING

RADEON™  R9  290X   GCN  COMPUTE  ARCHITECTURE  

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20   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

NEW  AMD  CROSSFIRE™  TECHNOLOGY  -­‐  XDMA  

!   XDMA  is  a  modern  approach  to  negoIaIng  the  communicaIon  of  mulIple  GPUs  for  peak  gaming  performance  with  the  ultra-­‐high-­‐resoluIon  displays  of  tomorrow    

!   Radeon™R9-­‐290X  includes  a  Hardware  DMA  engine  in  the  AMD  CrossFire™  composiIng  block  ‒ Designed  for  AMD  Eyefinity  and  UltraHD  resoluIons  via  DisplayPort™  ‒ Allows  for  direct  access  between  GPU  display  pipelines  over  PCI  Express®  ‒ No  external  connector  required  ‒ CompaIble  on  AMD  Catalyst™  frame  pacing  technologies  

‒ No  performance  penalty  versus  external  bridge  

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21   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

AMD EYEFINITY TECHNOLOGY

SEPTEMBER 2009

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22   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

EYEFINITY 6 EDITION

APRIL 2010

1

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23   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

5X1 PORTRAIT MODE

OCTOBER 2011

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24   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

HDMI® (WITH 4K)

FEBRUARY 2012 DISPLAYPORT™ 1.2

DECEMBER 2011

32”

3840

2160

3840

50”

2160

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25   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

THE GENERATIONAL LEAP GAMERS HAVE BEEN WAITING FOR

4K

1080p

SD

4X THE RESOLUTION OF 1080p

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26   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

THE  FUTURE  OF  ULTRAHD  

!  We  believe  the  AMD  Radeon™  R9  290X  will  support  future  third  type  of  UltraHD  display  that  feature  Single  Stream  operaIon  at  60Hz  

!  This  product  is  ready  with  support  for  high  pixel  rates  up  to  600  MHz,  and  will  validate  as  soon  as  the  monitors  are  available   3840

2160

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27   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

1 x HDMI®

1 x DisplayPort™ with Multi-Stream Transport

2 x Dual-Link DVI

BUILT FOR USER FLEXIBILITY SUPPORT FOR UP TO 6 DISPLAYS 1

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28   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

2 x Dual-Link DVI 1 x HDMI® x DisplayPort™

with Multi-Stream Transport HAVE 3 MATCHING MONITORS?

USE ANY THREE OUTPUTS

Page 29: GS-4152, AMD’s Radeon R9-290X, One Big dGPU, by Michael Mantor

29   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

BUILT FOR USER FLEXIBILITY SUPPORT FOR UP TO 6 DISPLAYS

2 x Dual-Link DVI

1 x HDMI®

1 x DisplayPort™ with Multi-Stream Transport

Page 30: GS-4152, AMD’s Radeon R9-290X, One Big dGPU, by Michael Mantor

30   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

BUILT FOR USER FLEXIBILITY SUPPORT FOR UP TO 6 DISPLAYS

1 x HDMI®

1 x DisplayPort™ with Multi-Stream Transport

2 x Dual-Link DVI

Page 31: GS-4152, AMD’s Radeon R9-290X, One Big dGPU, by Michael Mantor

31   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

BUILT FOR USER FLEXIBILITY SUPPORT FOR UP TO 6 DISPLAYS

1 x HDMI®

1 x DisplayPort™ with Multi-Stream Transport

2 x Dual-Link DVI

Page 32: GS-4152, AMD’s Radeon R9-290X, One Big dGPU, by Michael Mantor

32   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

!   TrueAudio  on  AMD  Radeon™  R9  290X  

 

! Dedicated  Audio  DSP  soluIon  for  game  sound  effects  

!   Guaranteed  real-­‐Ime  performance  and  service  

!   Programmable  pipeline  provides  arIsIc  freedom  to  game  audio  engineers  

!   Intended  to  transform  game  audio  as  programmable  shaders  transformed  graphics  

GCN  MEDIA  PROCESSING   AMD  TRUEAUDIO  

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33   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

3D  AUDIO  DONE  RIGHT  

Absence of 3D positional data from the game leads to “fake” 3D audio

Unprocessed    Stereo  Sound  

ApplicaIon  /  Game   USB  Audio  Driver  

USB  

!  USB headset solutions provide processing at the end of the pipeline ‒  Software & Hardware solutions

Traditional Virtual Surround Sound

AMD & GENAUDIO will bring this experience to gamers

Processed  Stereo  Sound  

Audio Middleware

Effects  &  Algorithms  

AMD  TRUEAUDIO  

ApplicaIon  /  Game  Audio  Assets  

!  Spatialization algorithm with 3D positional data from game leads to more accurate 3D audio

Virtual Surround with AMD TrueAudio Technology

Page 34: GS-4152, AMD’s Radeon R9-290X, One Big dGPU, by Michael Mantor

34   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

SPATIALIZATION  /  3D  AUDIO   REVERBS  

AUDIO/VOICE  STREAMS   MASTERING  LIMITERS  

GCN  MEDIA  PROCESSING   AMD  TRUEAUDIO  

Page 35: GS-4152, AMD’s Radeon R9-290X, One Big dGPU, by Michael Mantor

35   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

THE DRIVING FORCES BEHIND THE AMD RADEON™ R9 290X

NEW GAME CONSOLES

ULTRAHD DISPLAYS

MULTI-MONITOR GAMING

AUDIO IMMERSION

NEXT GENERATION GAMES

Page 36: GS-4152, AMD’s Radeon R9-290X, One Big dGPU, by Michael Mantor

Works with all Graphics Core Next GPUs

MANTLE

!  New low level programming interface for PCs

!  Designed in collaboration with top game developers

!  Lightweight driver that allows direct access to GPU hardware

!  Compatible with DirectX® HLSL for simplified porting GCN

Mantle Driver

Mantle API

Graphics Applications

!  GS-4112 – Mantle: Empowering 3D Graphics Innovation

!  Keynote – Johan Andersson, Technical Director, EA

!  GS-4145 – Oxide on Mantle Adoption (Wed 5:00-5:45)

Page 37: GS-4152, AMD’s Radeon R9-290X, One Big dGPU, by Michael Mantor

37   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

PRODUCT SPECIFICATIONS

AMD RADEON™ R9 290X

Radeon™ R9 290X Stream Processors 2,816

Engine Clock Up to 1 GHz

Compute Performance 5.6 TFLOPS

Memory Configuration 4GB GDDR5 / 512-bit

Memory Speed 5.0 Gbps

Power Connectors 1 x 6-pin, 1 x 8-pin

PCI-E Standard PCI-E 3.0

AMD TrueAudio Technology Yes

API Support DirectX® 11.2 OpenGL 4.3

Mantle

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38   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

THANK YOU

QUESTIONS?

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39   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

In  this  talk,  details  about  how  the  unique  configuraIon  and  features  of  the  new  Radeon™  R9-­‐290X  are  used  to  deliver  a  new  level  of  experience  for  enthusiast  gamers.    The  powerful  Graphics  Core  Next  architecture  upgraded  to  drive  ULTRAHD  4K  resoluIon  displays  or  mulIple  mulI-­‐monitor  configuraIons  for  great  visual  effects.    The  Radeon™  R9-­‐290X  is  equipped  with  a  xDMA  engine  that  uIlizes  PCIE  for  all  communicaIon  between  mulIple  GPUs  in  a  system  for  AMD  Crossfire™  operaIons.    This  soluIon  is  compaIble  with  our  latest  frame  pacing  updates.    The  Radeon™  R9-­‐290X  is  addiIonally    coupled  with  AMD’s  new  TRUEADIO  Technology  to  provide  a  hardware  accelerated  programmable  audio  pipeline,  enabling  the  sound  engineer  and  arIst  to  significantly  engage  a  parIcipant’s  sense  of  sound  in  game  play.  

ABSTRACT  

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40   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  

DISCLAIMER  &  ATTRIBUTION  

The  informaIon  presented  in  this  document  is  for  informaIonal  purposes  only  and  may  contain  technical  inaccuracies,  omissions  and  typographical  errors.    

The  informaIon  contained  herein  is  subject  to  change  and  may  be  rendered  inaccurate  for  many  reasons,  including  but  not  limited  to  product  and  roadmap  changes,  component  and  motherboard  version  changes,  new  model  and/or  product  releases,  product  differences  between  differing  manufacturers,  so~ware  changes,  BIOS  flashes,  firmware  upgrades,  or  the  like.  AMD  assumes  no  obligaIon  to  update  or  otherwise  correct  or  revise  this  informaIon.  However,  AMD  reserves  the  right  to  revise  this  informaIon  and  to  make  changes  from  Ime  to  Ime  to  the  content  hereof  without  obligaIon  of  AMD  to  noIfy  any  person  of  such  revisions  or  changes.    

AMD  MAKES  NO  REPRESENTATIONS  OR  WARRANTIES  WITH  RESPECT  TO  THE  CONTENTS  HEREOF  AND  ASSUMES  NO  RESPONSIBILITY  FOR  ANY  INACCURACIES,  ERRORS  OR  OMISSIONS  THAT  MAY  APPEAR  IN  THIS  INFORMATION.    

AMD  SPECIFICALLY  DISCLAIMS  ANY  IMPLIED  WARRANTIES  OF  MERCHANTABILITY  OR  FITNESS  FOR  ANY  PARTICULAR  PURPOSE.  IN  NO  EVENT  WILL  AMD  BE  LIABLE  TO  ANY  PERSON  FOR  ANY  DIRECT,  INDIRECT,  SPECIAL  OR  OTHER  CONSEQUENTIAL  DAMAGES  ARISING  FROM  THE  USE  OF  ANY  INFORMATION  CONTAINED  HEREIN,  EVEN  IF  AMD  IS  EXPRESSLY  ADVISED  OF  THE  POSSIBILITY  OF  SUCH  DAMAGES.  

 

ATTRIBUTION  

©  2013  Advanced  Micro  Devices,  Inc.  All  rights  reserved.  AMD,  the  AMD  Arrow  logo,  Radeon,  CrossFire,  Catalyst  and  combinaIons  thereof  are  trademarks  of  Advanced  Micro  Devices,  Inc.  in  the  United  States  and/or  other  jurisdicIons.  PCI  Express  is  a  trademark  of  the  PCI-­‐SIG  CorporaIon  and  HDMI  is  a  trademarks  of  HDMI  Licensing,  LLC.    Other  names  are  for  informaIonal  purposes  only  and  may  be  trademarks  of  their  respecIve  owners.