A slightly new architecture
Last month AMD brought media, analysts, and customers out to Hawaii to talk about a new graphics chip coming out this year. As you might have guessed based on the location: the code name for this GPU was in fact, Hawaii. It was targeted at the high end of the discrete graphics market to take on the likes of the GTX 780 and GTX TITAN from NVIDIA.
Earlier this month we reviewed the AMD Radeon R9 280X, R9 270X, and the R7 260X. None of these were based on that new GPU. Instead, these cards were all rebrands and repositionings of existing hardware in the market (albeit at reduced prices). Those lower prices made the R9 280X one of our favorite GPUs of the moment as it offers performance per price points currently unmatched by NVIDIA.
But today is a little different, today we are talking about a much more expensive product that has to live up to some pretty lofty goals and ambitions set forward by the AMD PR and marketing machine. At $549 MSRP, the new AMD Radeon R9 290X will become the flagship of the Radeon brand. The question is: to where does that ship sail?
The AMD Hawaii Architecture
To be quite upfront about it, the Hawaii design is very similar to that of the Tahiti GPU from the Radeon HD 7970 and R9 280X cards. Based on the same GCN (Graphics Core Next) architecture AMD assured us would be its long term vision, Hawaii ups the ante in a few key areas while maintaining the same core.
Hawaii is built around Shader Engines, of which the R9 290X has four. Each of these includes 11 CU (compute units) which hold 4 SIMD arrays each. Doing the quick math brings us to a total stream processor count of 2,816 on the R9 290X.
Subject: General Tech, Graphics Cards | October 23, 2013 - 07:30 PM | Scott Michaud
Tagged: amd, firepro
Currently AMD holds 18% market share with their FirePro line of professional GPUs. This compares to NVIDIA who owns 81% with Quadro. I assume the "other" category is the sum of S3 and Matrox who, together, command 1% of the professional market (just the professional market)
According to Jon Peddie of JPR, as reported by X-Bit Labs, AMD intends to wrestle back revenue left unguarded for NVIDIA. "After years of neglect, AMD’s workstation group, under the tutorage of Matt Skyner, has the backing and commitment of top management and AMD intends to push into the market aggressively." They have already gained share this year.
During AMD's 3rd Quarter (2013) earnings call, CEO Rory Read outlined the importance of the professional graphics market.
We also continue to make steady progress in another of growth businesses in the third quarter as we delivered our fifth consecutive quarter of revenue and share growth in the professional graphics area. We believe that we can continue to gain share in this lucrative part of the GPU market based on our product portfolio, design wins in flight, and enhanced channel programs.
On the same conference call (actually before and after the professional graphics sound bite), Rory noted their renewed push into the server and embedded SoC markets with 64-bit x86 and 64-bit ARM processors. They will be the only company manufacturing both x86 and ARM solutions which should be an interesting proposition for an enterprise in need of both. Why deal with two vendors?
Either way, AMD will probably be refocusing on the professional and enterprise markets for the near future. For the rest of us, this hopefully means that AMD has a stable (and confident) roadmap in the processor and gaming markets. If that is the case, a profitable Q3 is definitely a good start.
Subject: Graphics Cards | October 23, 2013 - 06:20 PM | Jeremy Hellstrom
Tagged: amd, overclocking, asus, ASUS R9 280X DirectCU II TOP, r9 280x
Having already seen what the ASUS R9 280X DirectCU II TOP can do at default speeds the obvious next step, once they had time to fully explore the options, was for [H]ard|OCP to see just how far this GPU can overclock. To make a long story short, they went from a default clock of 1070MHz up to 1230MHz and pushed the RAM to 6.6GHz from 6.4GHz though the voltage needed to be bumped from 1.2v to 1.3v. The actual frequencies are nowhere near as important as the effect on gameplay though, to see those results you will have to click through to the full article.
"We take the new ASUS R9 280X DirectCU II TOP video card and find out how high it will overclock with GPU Tweak and voltage modification. We will compare performance to an overclocked GeForce GTX 770 and find out which card comes out on top when pushed to its overclocking limits."
Here are some more Graphics Card articles from around the web:
- Gigabyte R9 280X OC 3 GB @ techPowerUp
- HIS R9 280X iPower IceQ X2 Turbo Boost Clock 3GB Video Card Review @ Madshrimps
- AMD Radeon R9 290X Versus NVIDIA GeForce GTX 780 Benchmarks @ Legit Reviews
- XFX R9 280X Black OC Edition @ Kitguru
- AMD Radeon R9 280X Video Card Review w/ ASUS, XFX and MSI @ Legit Reviews
- HIS R9 280X iPower IceQ X² Turbo and R9 270X IceQ X² Turbo @ Legion Hardware
- Sapphire Radeon R9 270X Vapor-X @ Benchmark Reviews
- MSI R9 270X Hawk Review @ OCC
- Asus Matrix R9 280X Platinum @ LanOC Reviews
- ASUS R9 280X DirectCU II TOP 3 GB @ techPowerUp
- HIS Radeon R9 280X IceQ X2 @ Benchmark Reviews
- Sapphire Toxic Edition R9 270X Video Card Review @HiTech Legion
- MSI Radeon R9 270X Gaming Video Card Review @ Ninjalane
- Sapphire Toxic R9 270X @ LanOC Review
- AMD Radeon 7000 and Radeon R200 Series Mixed CrossFire Testing @ Legit Reviews
- AMD Radeon R9 270X Graphics Card Review @ Techgage
- MSI R9 270X HAWK 2 GB @ techPowerUp
- HIS Radeon R9 270X IceQ X2 Turbo Boost @ Benchmark Reviews
- Asus R9 270X DirectCU II Top @ LanOC Reviews
- Diamond Multimedia Radeon 7870 7870PE52GV Review @ HCW
- AMD Radeon R9 270X On Linux @ Phoronix
- ASUS GTX760 DirectCU Mini OC @ Hardawre.info
- Gigabyte GeForce GTX 770 OC / GTX 780 OC @ Hardware.info
- MSI N660 Gaming Review: affordable and silent GeForce GTX 660 @ Hardawre.info
- Asus GTX 670 Direct CU Mini @ LanOC Reviews
- NVIDIA GeForce GTX 650 On Linux @ Phoronix
Subject: General Tech, Graphics Cards | October 23, 2013 - 12:21 AM | Scott Michaud
Tagged: nvidia, graphics drivers, geforce
Mid-June kicked up a storm of poop across the internet when IGN broke the AMD optimizations for Frostbite 3. It was reported that NVIDIA would not receive sample code for those games until after they launched. The article was later updated with a statement from AMD: "... the AMD Gaming Evolved program undertakes no efforts to prevent our competition from optimizing for games before their release."
Now, I assume, the confusion was caused by then-not-announced Mantle.
And, as it turns out, NVIDIA did receive the code for Battlefield 4 prior to launch. Monday, the company launched their 331.58 WHQL-certified drivers which are optimized for Batman: Arkham Origins and Battlefield 4. According to the release notes, you should even be able to use SLi out of the gate. If, on the other hand, you are a Civilization V player: HBAO+ should enhance your shadowing.
They also added a DX11 SLi profile for Watch Dogs... awkwarrrrrd.
To check out the blog at GeForce.com for a bit more information, check out the release notes, or just head over to the drivers page. If you have GeForce Experience installed, it probably already asked you to update.
Subject: Graphics Cards, Displays | October 20, 2013 - 02:50 PM | Ryan Shrout
Tagged: video, tom petersen, nvidia, livestream, live, g-sync
UPDATE: If you missed our live stream today that covered NVIDIA G-Sync technology, you can watch the replay embedded below. NVIDIA's Tom Petersen stops by to talk about G-Sync in both high level and granular detail while showing off some demonstrations of why G-Sync is so important. Enjoy!!
Last week NVIDIA hosted press and developers in Montreal to discuss a couple of new technologies, the most impressive of which was NVIDIA G-Sync, a new monitor solution that looks to solve the eternal debate of smoothness against latency. If you haven't read about G-Sync and how impressive it was when first tested on Friday, you should check out my initial write up, NVIDIA G-Sync: Death of the Refresh Rate, that not only does that, but dives into the reason the technology shift was necessary in the first place.
G-Sync essentially functions by altering and controlling the vBlank signal sent to the monitor. In a normal configuration, vBlank is a combination of the combination of the vertical front and back porch and the necessary sync time. That timing is set a fixed stepping that determines the effective refresh rate of the monitor; 60 Hz, 120 Hz, etc. What NVIDIA will now do in the driver and firmware is lengthen or shorten the vBlank signal as desired and will send it when one of two criteria is met.
- A new frame has completed rendering and has been copied to the front buffer. Sending vBlank at this time will tell the screen grab data from the card and display it immediately.
- A substantial amount of time has passed and the currently displayed image needs to be refreshed to avoid brightness variation.
In current display timing setups, the submission of the vBlank signal has been completely independent from the rendering pipeline. The result was varying frame latency and either horizontal tearing or fixed refresh frame rates. With NVIDIA G-Sync creating an intelligent connection between rendering and frame updating, the display of PC games is fundamentally changed.
Every person that saw the technology, including other media members and even developers like John Carmack, Johan Andersson and Tim Sweeney, came away knowing that this was the future of PC gaming. (If you didn't see the panel that featured those three developers on stage, you are missing out.)
But it is definitely a complicated technology and I have already seen a lot of confusion about it in our comment threads on PC Perspective. To help the community get a better grasp and to offer them an opportunity to ask some questions, NVIDIA's Tom Petersen is stopping by our offices on Monday afternoon where he will run through some demonstrations and take questions from the live streaming audience.
Be sure to stop back at PC Perspective on Monday, October 21st at 2pm ET / 11am PT as to discuss G-Sync, how it was developed and the various ramifications the technology will have in PC gaming. You'll find it all on our PC Perspective Live! page on Monday but you can sign up for our "live stream mailing list" as well to get notified in advance!
NVIDIA G-Sync Live Stream
11am PT / 2pm ET - October 21st
We also want your questions!! The easiest way to get them answered is to leave them for us here in the comments of this post. That will give us time to filter through the questions and get the answers you need from Tom. We'll take questions via the live chat and via Twitter (follow me @ryanshrout) during the event but often time there is a lot of noise to deal with.
So be sure to join us on Monday afternoon!
Subject: Graphics Cards | October 18, 2013 - 07:55 PM | Ryan Shrout
Tagged: video, tim sweeney, nvidia, Mantle, john carmack, johan andersson, g-sync, amd
If you weren't on our live stream from the NVIDIA "The Way It's Meant to be Played" tech day this afternoon, you missed a hell of an event. After the announcement of NVIDIA G-Sync variable refresh rate monitor technology, NVIDIA's Tony Tomasi brough one of the most intriguing panels of developers on stage to talk.
John Carmack, Tim Sweeney and Johan Andersson talk for over an hour, taking questions from the audience and even getting into debates amongst themselves in some instances. Topics included NVIDIA G-Sync of course, AMD's Mantle low-level API, the hurdles facing PC gaming and what direction each luminary is currently on for future development.
If you are a PC enthusiast or gamer you are definitely going to want to listen and watch the video below!
Subject: General Tech, Graphics Cards | October 18, 2013 - 01:21 PM | Scott Michaud
Tagged: nvidia, GeForce GTX 780 Ti
So the really interesting news today was G-Sync but that did not stop NVIDIA from sneaking in a new high-end graphics card. The GeForce GTX 780 Ti follows the company's old method of releasing successful products:
- Attach a seemingly arbitrary suffix to a number
In all seriousness, we know basically nothing about this card. It is entirely possible that its architecture might not even be based on GK110. We do know it will be faster than a GeForce 780 but we have no frame of reference in regards to the GeForce Titan. The two cards were already so close in performance that Ryan struggled to validate the 780's existence. Imagine how difficult it would be for NVIDIA to wedge yet another product in that gap.
And if it does outperform the Titan, what is its purpose? Sure, Titan is a GPGPU powerhouse if you want double-precision performance without purchasing a Tesla or a Quadro, but that is not really relevant for gamers yet.
We shall see, soon, when we get review samples in. You, on the other hand, will likely see more when the card launches mid-November. No word on pricing.
Our Legacys Influence
We are often creatures of habit. Change is hard. And often times legacy systems that have been in place for a very long time can shift and determine the angle at which we attack new problems. This happens in the world of computer technology but also outside the walls of silicon and the results can be dangerous inefficiencies that threaten to limit our advancement in those areas. Often our need to adapt new technologies to existing infrastructure can be blamed for stagnant development.
Take the development of the phone as an example. The pulse based phone system and the rotary dial slowed the implementation of touch dial phones and forced manufacturers to include switches to select between pulse and tone based dialing options on phones for decades.
Perhaps a more substantial example is that of the railroad system that has based the track gauge (width between the rails) on the transportation methods that existed before the birth of Christ. Horse drawn carriages pulled by two horses had an axle gap of 4 feet 8 inches in the 1800s and thus the first railroads in the US were built with a track gauge of 4 feet 8 inches. Today, the standard rail track gauge remains 4 feet 8 inches despite the fact that a wider gauge would allow for more stability of larger cargo loads and allow for higher speed vehicles. But the cost of updating the existing infrastructure around the world would be so cost prohibitive that it is likely we will remain with that outdated standard.
What does this have to do with PC hardware and why am I giving you an abbreviated history lesson? There are clearly some examples of legacy infrastructure limiting our advancement in hardware development. Solid state drives are held back by the current SATA based storage interface though we are seeing movements to faster interconnects like PCI Express to alleviate this. Some compute tasks are limited by the “infrastructure” of standard x86 processor cores and the move to GPU compute has changed the direction of these workloads dramatically.
There is another area of technology that could be improved if we could just move past an existing way of doing things. Displays.
Subject: Graphics Cards | October 18, 2013 - 10:52 AM | Ryan Shrout
Tagged: variable refresh rate, refresh rate, nvidia, gsync, geforce, g-sync
UPDATE: I have posted a more in-depth analysis of the new NVIDIA G-Sync technology: NVIDIA G-Sync: Death of the Refres Rate. Thanks for reading!!
UPDATE 2: ASUS has announced the G-Sync enabled version of the VG248QE will be priced at $399.
During a gaming event being held in Montreal, NVIDIA unveield a new technology for GeForce gamers that the company is hoping will revolutionize the PC and displays. Called NVIDIA G-Sync, this new feature will combine changes to the graphics driver as well as change to the monitor to alter the way refresh rates and Vsync have worked for decades.
With standard LCD monitors gamers are forced to choose between a tear-free experience by enabling Vsync or playing a game with the substantial visual anomolies in order to get the best and most efficient frame rates. G-Sync changes that by allowing a monitor to display refresh rates other than 60 Hz, 120 Hz or 144 Hz, etc. without the horizontal tearing normally associated with turning off Vsync. Essentially, G-Sync allows a properly equiped monitor to run at a variable refresh rate which will improve the experience of gaming in interesting ways.
This technology will be available soon on Kepler-based GeForce graphics cards but will require a monitor with support for G-Sync; not just any display will work. The first launch monitor is a variation on the very popular 144 Hz ASUS VG248QE 1920x1080 display and as we saw with 3D Vision, supporting G-Sync will require licensing and hardware changes. In fact, NVIDIA claims that the new logic inside the panels controller is NVIDIA's own design - so you can obviously expect this to only function with NVIDIA GPUs.
DisplayPort is the only input option currently supported.
It turns out NVIDIA will actually be offering retrofitting kits for current users of the VG248QE at some yet to be disclosed cost. The first retail sales of G-Sync will ship as a monitor + retrofit kit as production was just a bit behind.
Using a monitor with a variable refresh rates allows the game to display 55 FPS on the panel at 55 Hz without any horizontal tearing. It can also display 133 FPS at 133 Hz without tearing. Anything below the 144 Hz maximum refresh rate of this monitor will be running at full speed without the tearing associated with the lack of vertical sync.
The technology that NVIDIA is showing here is impressive when seen in person; and that is really the only way to understand the difference. High speed cameras and captures will help but much like 3D Vision was, this is a feature that needs to be seen to be appreciated. How users will react to that road block will have to be seen.
Features like G-Sync show the gaming world that without the restrictions of console there is quite a bit of revolutionary steps that can be made to maintain the PC gaming advantage well into the future. 4K displays were a recent example and now NVIDIA G-Sync adds to the list.
Be sure to stop back at PC Perspective on Monday, November 21st at 2pm ET / 11am PT as we will be joined in-studio by NVIDIA's Tom Petersen to discuss G-Sync, how it was developed and the various ramifications the technology will have in PC gaming. You'll find it all on our PC Perspective Live! page on Monday but you can sign up for our "live stream mailing list" as well to get notified in advance!
NVIDIA G-Sync Live Stream
11am PT / 2pm ET - October 21st
Subject: General Tech, Graphics Cards | October 17, 2013 - 06:56 PM | Scott Michaud
Tagged: nvidia, GTX 760 OEM
A pair of new graphics cards have been announced during the first day of "The Way It's Meant To Be Played Montreal 2013" both of which intended for system builders to integrate into their products. Both cards fall under the GeForce GTX 760 branding with the names: "GeForce GTX 760 Ti (OEM)" and "GeForce GTX 760 192-bit (OEM)".
I will place the main specifications of both cards side-by-side-side with the default GeForce 760 for a little bit of reference. Be sure to check out its benchmark.
|GTX 760||GTX 760 192-bit (OEM)||GTX 760 Ti (OEM)|
|Base Clock||980 MHz||823 MHz||915 MHz|
|Boost Clock||1033 MHz||888 MHz||980 MHz|
|Memory Bandwidth||6.0 GT/s||5.8 GT/s||6.0 GT/s|
|vRAM (capacity)||2 GB||1.5 or 3 GB||2 GB|
The GeForce 760 is no slouch and, especially the GTX 760 Ti, seems to be pretty close in performance to the retail product. I could see this being a respectible addition to a Steam Machine. I still cannot understand why, like the gaming bundle, these cards were not announced during the keynote speech.
Or, for that matter, why no-one seems to be reporting on them.
Get notified when we go live!