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AMD classifies Ariel (PS5 GPU) as RDNA 1 within its Open IP.

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Within AMD's official IPs:

RDNA = NAVI 12/10/14 Class = GFX 10 **

AMD has classified ARIEL (shaded) as GFX10 ** (RDNA) architecture as the 5700/5600/5500 in its Open IP.


/ * TARGET BAFFIN * / {HSA_BAFFIN_ID, " " , " polaris11 " , " gfx803 " , " Baffin " , 4 , 16 , 1 , 256 , 64 * Ki, 32 , 0 , 0}
/ * TARGET VEGA10 * / {HSA_VEGA10_ID, " " , " gfx900 " , " gfx900 " , " gfx900 " , 4 , 16 , 1 , 256 , 64 * Ki, 32 , 0 , 0 },
/ * TARGET VEGA10_HBCC * / {HSA_VEGA10_HBCC_ID, " " , " gfx901 " , " gfx901 " , " gfx901 " , 4 , 16 , 1 , 256 , 64 * Ki, 32 , 0 , 0 },
/ * TARGET RAVEN * / {HSA_RAVEN_ID, " " , " gfx902 " , " gfx902 " , " gfx902 " , 4 , 16 , 1 , 256 , 64 * Ki, 32 , 0 , 0 },
/ * TARGET VEGA12 * / {HSA_VEGA12_ID, " " , " gfx904 " , " gfx904 " , " gfx904 " , 4 , 16 , 1 , 256 , 64 * Ki, 32 , 0 , 0 },
/ * TARGET VEGA20 * / {HSA_VEGA20_ID, " " , " gfx906 " , " gfx906 " , " gfx906 " , 4 , 16 , 1 , 256 , 64 * Ki, 32 , 0 , 0 },
/ * TARGET ARIEL * / {HSA_ARIEL_ID, " " , " gfx1000 " , " gfx1000 " , " gfx1000 " , 2 , 32 , 1 , 256 , 64 * Ki, 32 , 0 , 0 },
/ * TARGET NAVI10 * / {HSA_NAVI10_ID, " " , " gfx1010 " , " gfx1010 " , " gfx1010 " , 2 , 32 , 1 , 256 , 64 * Ki, 32 , 0 , 0 },
/ * TARGET MI100 * / {HSA_MI100_ID, " " , " gfx908 " , " gfx908 " , " gfx908 " , 4 , 16 , 1 , 256 , 64 * Ki, 32 , 0 , 0 },
/ * TARGET NAVI12 * / {HSA_NAVI12_ID, " " , " gfx1011 " , " gfx1011 " , " gfx1011 " , 2 , 32 , 1 , 256 , 64 * Ki, 32 , 0 , 0 },
/ * TARGET NAVI14 * / {HSA_NAVI14_ID, " " , " gfx1012 " , " gfx1012 " , " gfx1012 " , 2 , 32 , 1 , 256 , 64 * Ki, 32 , 0 , 0 }

https://github.com/RadeonOpenComput...9d2ee1dc6/runtime/device/rocm/rocdefs.hpp#L75





It is known from AMD's documentation that RDNA2 is NV2 * (GFX 20 **) and indeed:

NV21 (Bignavi, high-end)

NV22 (upper middle range)

NV23 (mid-range)

______________________________________

This adds to the suspicions (from weeks ago) of Cerny's presentation where he highlights the Geometry Engine and Primitive shaders (Characteristics of RDNA 1) instead of its VRS / Mesh Shaders (RDNA2) variants.

Presentation of Cerny:

f9f3af81bfa675687084bfb3bb3d0fbco.jpg



The official AMD documentation on the Primitive shaders / Geometry Pipeline in RDNA 1 mentioned in the presentation.

51509a434b3b46d29871b79bcbf9b1c8o.jpg


______________________________________

Finally the Epic demo intended to show the new features of PS5, does not strangely use any of the features of RDNA 2, and its presentation WCCF TECH highlights the following

According to Senior Graphics Programmer Brian Karis, Epic used PlayStation 5's primitive shaders (properly introduced by AMD with the RDNA 1.0 architecture), though the developers also made 'hyper-optimized' software shaders.

_____________________________________

I personally think Ariel is an RDNA 1 customized to support some RDNA 2 features. There is nothing in the Sony or AMD documentation that indicates that it has full support of all the features of RDNA 2. We will see .....
 
isn’t reaching 2.23 ghz stable an indicator of RDNA2? If this is true, and it’s custom RDNA1, or RDNA1+ (whatever), how big a difference overall is that from a true RDNA 2 GPU?

It seems difficult to discern what is true or not. Wasn’t a website running with “PS5 has RDNA 3 features” headline recently? Now it may in fact be RDNA1 with some custom features?

Guess we will hopefully get confirmation soon
 
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So Lisa S’s tweet about watching ‘rdna2’ in action counts for nothing ?

(pretty soon after the unreal showcase, on a ps5 dev kit)

you raise a good point, but the rumour is that there will be at least 1 rdna 2 chip, with a max of 40 cus (big navi possibly being 2 of these stitched together)
 

gundalf

Member
It's fine, we know the classical sense of console generations have been broken up a bit and we will see in 2022 a PS5 Pro. OG PS5 will be just about to get something out of the door.
 

Dodkrake

Banned
So Lisa S’s tweet about watching ‘rdna2’ in action counts for nothing ?

(pretty soon after the unreal showcase, on a ps5 dev kit)

you raise a good point, but the rumour is that there will be at least 1 rdna 2 chip, with a max of 40 cus (big navi possibly being 2 of these stitched together)

No, it doesn't. The lead system architect and the CEO of AMD know shit. Internet Ms fanboys know the full story, and that story is that Ariel is the PS5, even though everything points to it not being.
 
We know Sony helped AMD create RDNA 2 features from what Mark Cerny said so it's definitely RDNA 2. It wouldn't make sense for it not to be
Only hardware-level raytracing was custom designed to fit into this RDNA1

Reminds me of old XBOX 360 days, when its gpu was capable of producing 4x MSAA with some specific techniques
 
Last edited:

Genx3

Member
If this is true I imagine the conversation between AMD and Sony went something like this:

Sony finds out XSX has an RDNA2 GPU.
Cerny then calls Lisa Su and asks why did you sell us an RDNA1 GPU and MS an RDNA2 GPU?
Lisa Su responds: Who told you we sold you an RDNA1 GPU? Hold on a moment Mr Cerny,
Lisa Su runs and tells her Engineers to reclassify what an RDNA2 GPU is to include everything in the PS5 HW.
Lisa Su: Yes Mr. Cerny we absolutely sold you an RDNA2 GPU. Who ever told you it was RDNA1 GPU was misinformed.
Mr Cerny: PS5 has an RDNA2 GPU folks.
Gamers: I told you Ariel was not the PS5.
 

geordiemp

Member
Within AMD's official IPs:

RDNA = NAVI 12/10/14 Class = GFX 10 **

AMD has classified ARIEL (shaded) as GFX10 ** (RDNA) architecture as the 5700/5600/5500 in its Open IP.

/ * TARGET BAFFIN * / {HSA_BAFFIN_ID, " " , " polaris11 " , " gfx803 " , " Baffin " , 4 , 16 , 1 , 256 , 64 * Ki, 32 , 0 , 0}
/ * TARGET VEGA10 * / {HSA_VEGA10_ID, " " , " gfx900 " , " gfx900 " , " gfx900 " , 4 , 16 , 1 , 256 , 64 * Ki, 32 , 0 , 0 },
/ * TARGET VEGA10_HBCC * / {HSA_VEGA10_HBCC_ID, " " , " gfx901 " , " gfx901 " , " gfx901 " , 4 , 16 , 1 , 256 , 64 * Ki, 32 , 0 , 0 },
/ * TARGET RAVEN * / {HSA_RAVEN_ID, " " , " gfx902 " , " gfx902 " , " gfx902 " , 4 , 16 , 1 , 256 , 64 * Ki, 32 , 0 , 0 },
/ * TARGET VEGA12 * / {HSA_VEGA12_ID, " " , " gfx904 " , " gfx904 " , " gfx904 " , 4 , 16 , 1 , 256 , 64 * Ki, 32 , 0 , 0 },
/ * TARGET VEGA20 * / {HSA_VEGA20_ID, " " , " gfx906 " , " gfx906 " , " gfx906 " , 4 , 16 , 1 , 256 , 64 * Ki, 32 , 0 , 0 },
/ * TARGET ARIEL * / {HSA_ARIEL_ID, " " , " gfx1000 " , " gfx1000 " , " gfx1000 " , 2 , 32 , 1 , 256 , 64 * Ki, 32 , 0 , 0 },
/ * TARGET NAVI10 * / {HSA_NAVI10_ID, " " , " gfx1010 " , " gfx1010 " , " gfx1010 " , 2 , 32 , 1 , 256 , 64 * Ki, 32 , 0 , 0 },
/ * TARGET MI100 * / {HSA_MI100_ID, " " , " gfx908 " , " gfx908 " , " gfx908 " , 4 , 16 , 1 , 256 , 64 * Ki, 32 , 0 , 0 },
/ * TARGET NAVI12 * / {HSA_NAVI12_ID, " " , " gfx1011 " , " gfx1011 " , " gfx1011 " , 2 , 32 , 1 , 256 , 64 * Ki, 32 , 0 , 0 },
/ * TARGET NAVI14 * / {HSA_NAVI14_ID, " " , " gfx1012 " , " gfx1012 " , " gfx1012 " , 2 , 32 , 1 , 256 , 64 * Ki, 32 , 0 , 0 }

https://github.com/RadeonOpenComput...9d2ee1dc6/runtime/device/rocm/rocdefs.hpp#L75





It is known from AMD's documentation that RDNA2 is NV2 * (GFX 20 **) and indeed:

NV21 (Bignavi, high-end)

NV22 (upper middle range)

NV23 (mid-range)

______________________________________

This adds to the suspicions (from weeks ago) of Cerny's presentation where he highlights the Geometry Engine and Primitive shaders (Characteristics of RDNA 1) instead of its VRS / Mesh Shaders (RDNA2) variants.

Presentation of Cerny:

f9f3af81bfa675687084bfb3bb3d0fbco.jpg



The official AMD documentation on the Primitive shaders / Geometry Pipeline in RDNA 1 mentioned in the presentation.

51509a434b3b46d29871b79bcbf9b1c8o.jpg


______________________________________

Finally the Epic demo intended to show the new features of PS5, does not strangely use any of the features of RDNA 2, and its presentation WCCF TECH highlights the following

According to Senior Graphics Programmer Brian Karis, Epic used PlayStation 5's primitive shaders (properly introduced by AMD with the RDNA 1.0 architecture), though the developers also made 'hyper-optimized' software shaders.

_____________________________________

I personally think Ariel is an RDNA 1 customized to support some RDNA 2 features. There is nothing in the Sony or AMD documentation that indicates that it has full support of all the features of RDNA 2. We will see .....

Well that was a complete load of FUD.

Is that Colbert ? Is that the best Xbox discord can come up with.

2.23 Ghz GPU in RDNA 1 is not possible for starters. I cant be bothered with the rest of the drivel.

Are Xbox fans that fanatical really ? Sad

 
Last edited:

Andodalf

Banned
isn’t reaching 2.23 ghz stable an indicator of RDNA2? If this is true, and it’s custom RDNA1, or RDNA1+ (whatever), how big a difference overall is that from a true RDNA 2 GPU?

It seems difficult to discern what is true or not. Wasn’t a website running with “PS5 has RDNA 3 features” headline recently? Now it may in fact be RDNA1 with some custom features?

Guess we will hopefully get confirmation soon

I still think it’s going to be fairly close to RDNA 2 standard, but having a few different features isn’t surprising. It could not have a couple things from RDNA 2, but incorporate stuff that won’t be available in RDNA 2 either. The beauty of semi custom silicon
 

Exodia

Banned
PS5 is Oberon, not Ariel.

According to this:

"The new findings are very interesting as Sparkman and Arden have ray tracing and variable rate shading mentioned, while Oberon and Ariel don't. If they are indeed related to the PlayStation 5 console, this means that Sony will not be using AMD technology for ray tracing and variable rate shading."


If Sony did shoehorn RT support because they had their pick of selections of RDNA2 features they can add on without increasing the complexity and price. But didn't pick Mesh shaders and VRS for some reason. Then OP would be right.

Why I don't hold any belief either way. It is interesting that they marketed RDNA 1 (Primitive Shaders, Geometry Engine) features rather than RDNA 2 features (Mesh shaders, VRS). Again I don't believe it but its an interesting thought process.
 
Last edited:

geordiemp

Member
According to this:

"The new findings are very interesting as Sparkman and Arden have ray tracing and variable rate shading mentioned, while Oberon and Ariel don't. If they are indeed related to the PlayStation 5 console, this means that Sony will not be using AMD technology for ray tracing and variable rate shading."


If Sony did shoehorn RT support because they had their pick of selections of RDNA2 features they can add on without increasing the complexity and price. But didn't pick Mesh shaders and VRS for some reason. Then OP would be right.

Why I don't hold any belief either way. It is interesting that they marketed RDNA 1 (Primitive Shaders, Geometry Engine) features rather than RDNA 2 features (Mesh shaders, VRS). Again I don't believe it but its an interesting thought process.

What a load of crap FUD, try better

 
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