Pemalite said:
It's really to early to tell what the fundamental differences are between RDNA 1.0 and 2.0 from a low-laying perspective anyway.
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If we forget for a moment about PS5 vs XSX (which is the part that makes everybody shut their doors) and just focus on RDNA2 vs RDNA1, there has been a few articles outlining the differences between them.
"Ever since AMD announced the RDNA2 architecture, they have reiterated a singular goal: they wanted to achieve a 50% jump in perf-per-watt over RDNA1. And that they would accomplish it entirely with architectural improvements, not process improvements..."
"Along with numerous optimizations to the power efficiency of their GPU architecture, RDNA2 also includes a much-needed update to the graphics side of AMD’s GPU architecture. RDNA (1), though a massive replumbing of the core compute architecture, did not include any graphics feature upgrades. As a result, AMD only offered a DirectX feature level 12_1 feature set – the same as the Radeon RX Vega series – at a time when NVIDIA was offering ray tracing and the other features that have since become DirectX 12 Ultimate"
https://www.anandtech.com/show/16202/amd-reveals-the-radeon-rx-6000-series-rdna2-starts-at-the-highend-coming-november-18th/2
And about Primitive Shaders and Mesh Shaders being exactly the same, not quite.
"A Mesh shader is a new type of shader that combines vertex and primitive processing. VS, HS, DS, and GS shader stages are replaced with Amplification Shader and Mesh Shader. Roughly, Mesh shaders replace VS+GS or DS+GS shaders and Amplification shaders replace VS+HS."
https://microsoft.github.io/DirectX-Specs/d3d/MeshShader.html
"Mesh shaders represent a radical simplification of the geometry pipeline. With a mesh shader enabled, all the shader stages and fixed-function features described above are swept away. Instead, we get a clean, straightforward pipeline using a compute-shader-like programming model. Importantly, this new pipeline is both highly flexible—enough to handle the existing geometry tasks in a typical game, plus enable new techniques that are challenging to do on the GPU today— it looks like it should be quite performance-friendly, with no apparent architectural barriers to efficient GPU execution."
https://www.starcitizen.gr/2642867-2/