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Senior Vice President And Chief ArchitectRaja Koduri
Under embargo until June 29, 2016 at 9 a.m. EST.
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Imagine a world where only the top 16% of PC users purchase graphics cards that provide premium VR and gaming experiences…
Based on AMD internal data.2
Under embargo until June 29, 2016 at 9 a.m. EST.
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Where millions of gamers have been relegated to using outdated technology…
3
Under embargo until June 29, 2016 at 9 a.m. EST.
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Where notebook gamers are often forced to compromise…
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Where tens of millions more can only read about incredible PC VR experiences they can’t enjoy for themselves…
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And they’re worried that if they upgrade now, their investment will be short lived…
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Under embargo until June 29, 2016 at 9 a.m. EST.
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That’s the world we live in today.
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Under embargo until June 29, 2016 at 9 a.m. EST.
Gamers and consumers are being left behind
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Incredible gaming technology should be within the reach of everyone
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How do we make the nextgeneration of gamers
PC gamers?
CHALLENGE 1
10
Under embargo until June 29, 2016 at 9 a.m. EST.
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Single monitor gamers are gaming at 1080p or below according to Steam™
95%
*See Endnotes for details.
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The overwhelming majority of gamers buy $100-300 graphics cards
84%+$300
$100-$300
Based on AMD internal data.12
Under embargo until June 29, 2016 at 9 a.m. EST.
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5 million gaming notebooks are sold every year
Why isn’t it 100 million?
Based on AMD internal data.13
Under embargo until June 29, 2016 at 9 a.m. EST.
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Exceptionally low power with low-z height to drive
notebook design wins
Engineered to deliver unprecedented
performance
Flagship technology that effectively gives GPU
performance that rivals that of consoles
Flagship technology that effectively gives mobile users GPU performance that rivals
that of consoles
Making the GPU accessible withclose-to-the-metal DirectX® 12 API
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Under embargo until June 29, 2016 at 9 a.m. EST.
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How do we bring real VR to millions of consumers?
CHALLENGE 2
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Under embargo until June 29, 2016 at 9 a.m. EST.
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0.0 B
0.2 B
0.4 B
0.6 B
0.8 B
1.0 B
1.2 B
1.4 B
1.6 B
1.43 billion PCs
VR is amazing, but relatively few can enjoy it
Just 13 million PCs worldwidethis year will have the graphics capabilities needed to run VR
Only 1% of the 1.43 billion PCs used globally
Source: Gartner: Forecast: Wearable Electronic Devices, Worldwide, Feb 2016.*See Endnotes for details.
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Source: Seidmon Associates, Wave One / April, 2016, National Online Survey Among 1,000 Adults 18-60
One of the biggest deterrents to widespread adoption of VR is cost
26%
37%
41%
68%
0% 10% 20% 30% 40% 50% 60% 70%
Equipment too expensive
Headset too bulky
Situations wanting to use VR would be limited
Not enough diff. btwn VR and seeing things normally
VR User Adoption Survey
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Opportunity to drive the install baseof VR-ready PCs to 100 million
in the next few years
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Opportunity to drive VR into retail in volume
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Making VR game and applicationdevelopment viable on a large scale
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Reducing the cost of entry to VR:Dramatically accelerating the pace of the VR ecosystem growth to ultimately help make HMDs more affordable
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Further Drives VR into retail
Grows the addressable market for PC VR
Makes VR possible for anyone who
wants it
Helps make HMDs more affordable
A high-performance, low-power solution to democratize VR, delivering extraordinary
VR experiences23
Under embargo until June 29, 2016 at 9 a.m. EST.
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How can we get the best and widest range of content to PC
gamers as fast as possible?
CHALLENGE 3
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How do we cut port times for console games to next to nothing and ensure the highest quality,
highest performance experiences?
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We very intentionally selected these two chip sizes for the Polaris architecture because we believe gaming content will be built around these two
levels of capability.
5+ TFLOPS
2+ TFLOPSOR
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Under embargo until June 29, 2016 at 9 a.m. EST.
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The acceleration of moreaffordable content development
5+ TFLOPS
5+ TFLOPS
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POLARIS 1036 CUs
> 5 TFLOPS256-bit
4th Gen GCN4K Encode/Decode
DP 1.3/1.4 HDR
Up to 2.8X Perf/Watt
POLARIS 1116 CUs
> 2 TFLOPS128-bit
4th Gen GCN4K Encode/Decode
DP 1.3/1.4 HDR
Up to 2.8X Perf/Watt
*See Endnotes for details.
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Introducing thePolaris architecture-based
Series,that delivers on the promise of gaming and VR for everyonewith three “entitlements” for all.
Extraordinary VR experiences at price points
never offered before
Console-class GPU performance for thin and
light notebooks
Great game content delivered to PC gamers in
real time.
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Under embargo until June 29, 2016 at 9 a.m. EST.
Cool and Efficient SolutionFor eSports Gaming
TFLOPS > 2
CUs 14
Mem Size 2 GB GDDR5
Mem Bus Size 128-bit
Power connector none
Encode / Decode 4K H.264 / HEVC
Display Port 1.3/1.4 HDR
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Under embargo until June 29, 2016 at 9 a.m. EST.
Brilliant HD Gaming
TFLOPS > 4CUs 32Memory Size 4GB GDDR5Memory Bus Size 256-bitPower connector 1x6-pinGCN 4th GenAMD FreeSync™ YESDisplay Port 1.3/1.4 HDR
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Under embargo until June 29, 2016 at 9 a.m. EST.
Beyond HD GamingPremium VR Experiences
TFLOPS > 5CUs 36Memory Bandwidth 224/256* GB/sMemory Size 4/8 GB GDDR5Memory Bus Size 256-bitPower 150 WVR Premium YESAMD FreeSync™ YESDisplay Port 1.3/1.4 HDR
*AIBs may have different configurations in market 32
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Premium HD GamingmGPU Scaling
with AMD CrossFire™ TechnologyDirectX™ 12 Gaming Featuring
Asynchronous ComputeSmooth Frame-rates
With AMD FreeSync™ Technology
Under embargo until June 29, 2016 at 9 a.m. EST.
1440p Premium Gaming Radeon RX 480 8GB VS NV GTX 970 4GB
1X
42%
21%
21%
25%
Percentage values are up to, see endnotes for details
Under embargo until June 29, 2016 at 9 a.m. EST.
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Enabling Premium VR Experiences at Low Power
Radeon RX 480 8GB VS R9 380
Ready for Oculus™ Rift and
Steam® VR
Performance Test
3.66
6.3
Under embargo until June 29 2016 at 9 a.m. EST.
*See Endnotes for details.
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Polaris Platform for Gamers
Game-Changing ControlPremium Gaming Immersive VR
ExperiencesFuture-Proof
Technologies*
Under embargo until June 29, 2016 at 9 a.m. EST.*See endnotes for details 35
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Gamers Deserve the Latest Game Technologies
+ 45%+ 63%
Premium Gaming
Single DX 12 mGPU OpenGL Vulkan
Under embargo until June 29, 2016 at 9 a.m. EST.See endnotes for details
Radeon™ R9 390X Radeon™ RX 480
36
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Gamers Want Immersive VR Experiences
Radeon™ RX Graphics feature Asynchronous Shaders and QRQ
Immersive VR Experiences
With Asynchronous Time Warp
Judder reduction of 20-100x*
Frame 1
80
90
100
Frame 2 Frame 3 Frame 4
Without Asynchronous Time Warp
Frame 1
Missing ~5% frames*
80
90
100
Frame 2 Frame 3 Frame 4
MissedFrame
MissedFrame
Under embargo until June 29, 2016 at 9 a.m. EST.
*Results part of Oculus’s internal testing of ATW, graphics hardware not specified. Source: https://developer.oculus.com/blog/asynchronous-timewarp-on-oculus-rift/ Charts for illustrative purposes only.
Oculus Rift Asynchronos Timewarp (ATW)
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Gamers Deserve the Chance for Better Upgrades
• 1.3 HBR3 Ready• 1.4 HDR Ready
• Synchronous panel refresh• Elimination of video tearing
• 2.0b Enabled
AMD FREESYNC™ TECHNOLOGY
*See Endnotes for details.
38
Under embargo until June 29, 2016 at 9 a.m. EST.
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Gamers Deserve Great Gaming Experiences
Better Experiences
Enabling Developers Improving User Experience
Under embargo until June 29, 2016 at 9 a.m. EST.
39
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Gamers Want Great Streaming
High Quality Game Streaming forGamers With Radeon™ RX Graphics
H.264
Open Broadcaster Software
HEVC
Game at Max Settings Record With Your Favorite Software
Encode With High Quality Codecs Share
Under embargo until June 29, 2016 at 9 a.m. EST. *See Endnotes for details.
40
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Cool & Efficient E-Sports Gaming
The First in a Family of Solutions
Beyond HD Gaming& VR Premium Brilliant HD Gaming
41
Under embargo until June 29, 2016 at 9 a.m. EST.
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EndnotesSlide 11: http://store.steampowered.com/hwsurvey
Slide 16: 13 million PCs worldwide next year will have the graphics capabilities needed to run VR according to Gartner as cited in http://www.bloomberg.com/news/articles/2015-12-30/few-computers-are-powerful-enough-to-support-virtual-reality
Slide 28: Polaris 11 2.8x performance per watt : Testing conducted by AMD Performance Labs as of May 10, 2016 on 3DMark 11 and 3DMark Firestrikeusing a test system comprising of an i7-4600M, 8GB, AMD Radeon driver 16.20. AMD Radeon R9 M280X (14CUs) scored 5700 and 3500 with a board power of 82W. AMD Radeon RX 480M (16CUs) scored 7200 and 4070 with a board power of 35W. Using Performance/Board power, the resulting average across the 2 different titles was a perf per watt of 2.8X vs the Radeon R9 M280X . RX-5
Polaris 10 2.8x performance per watt: Testing conducted by AMD Performance Labs as of May 10, 2016 on the AMD Radeon™ RX 470 (110w) and AMD Radeon™ R9 270X (180w),ona test system comprising i7 5960X @ 3.0 GHz 16GB memory, AMD Radeon Software driver 16.20 and Windows 10.. Using 3DMark Fire Strike preset 1080p the scores were 9090 and 5787 respectively. Using Ashes of the Singularity 1080P High, the scores were 46 fps and 28.1 fps respectively. Using Hitman 1080p High, the scores were 60 fps and 27.6 fps respectively. Using Overwatch 1080p Max settings, the scores were 121 fps and 76 fps respectively. Using Performance/Board power, the resulting average across the 4 different titles was a perf per watt of 2.8X vs the Radeon R9 270X. Test results are not average and may vary. RX-6
Slide 33: Testing conducted by AMD Performance Labs as of June 10, 2016 on the AMD Radeon™ RX 480 8GB and NV GTX 970 4GB, ona test system comprising i7 5960X @ 3.0 GHz 16GB DDR4-2666 memory, Gigabyte X99-UD4, AMD Radeon Software Crimson Edition driver 16.5, NV driver 365.10 and Windows 10. Using Ashes of the Singularity High 1440p 2xMSAA, Gears of War High 1440p 4xAF, Hitman Max 1440p 16xAF, Quantum Break 1440p Medium AA ON, Radeon ™ RX 480 scored 45.23 fps, 57.26 fps, 52.53 fps, 50.45 fps respectively. NV GTX 970 scored 37.47 fps, 47.19 fps, 36.85 fps, and 40.43 respectively. Performance may vary based on use of latest driver versions. Test results are not average and may vary. RX-16
Slide 34: Testing conducted by AMD Performance Labs as of May 19, 2016 on the Radeon™ RX 480 and Radeon™ R9 380 on a test systemcomprising Intel i7-6700K, 2x4GB DDR4-2666 RAM, Z170 motherboard, Radeon Software Crimson Edition 16.1.1 and Win10 64-bit. Using the Steam VR Performance test, Radeon RX 480 scored 6.3 and Radeon R9 380 scored 3.6. RX-2
Slide 35: Statement of “future-proof” refers to support of current and upcoming technology standards including 14nm FinFET process technology, DirectX 12 and VulkanAPI support, new display technology, and experiences such as VR. “Future-proof” statement is not meant to serve as a warranty or indicate that users will never have to upgrade their graphics technology again.Support of current and upcoming technology standards described above has the potential to reduce frequency of graphics upgrades for some users.
Slide 36: DX12 Testing conducted by AMD Performance Labs as of May 10, 2016 on the AMD Radeon™ R9 390X and Warhammer DX12 at1440p. Single card scored 60 fps, CrossFire™ configuration scored 97.8 fps. Test results are not average and may vary. Vulkantesting conducted by AMD Performance Labs as of May 10, 2016 on Doom at High Settings, tested at 1080P with an Intel Core i7 5960X with 16GB DDR4, Radeon™ RX 480 scored 55 fps in OpenGL and 80 fps in Vulkan. Test results are not average and may vary. RX-10
FreeSync is an AMD technology designed to eliminate stuttering and/or tearing in games and videos by locking a display’s refresh rate tothe framerate of the graphics card. Requires Monitor, AMD Radeon™ graphics and/or AMD A-Series APU compliant with DisplayPort™ Adaptive-Sync 1.2 (or newer). AMD Catalyst™ driver 15.2 Beta (or newer) required. Adaptive refresh rates varyby display; check with your monitor manufacturer for specific capabilities. Only select AMD Radeon GPUs and A-Series APUs supported; see www.amd.com/freesync for full details. GD-67
Slide 40: HEVC acceleration is subject to inclusion/installation of compatible HEVC players.
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Disclaimers and Attributions
43
The information presented in this document is for informational purposes only and may contain technical inaccuracies, omissions and typographical errors.
The information 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, software changes, BIOS flashes, firmware upgrades, or the like. AMD assumes no obligation to update or otherwise correct or revise this information. However, AMD reserves the right to revise this information and to make changes from time to time to the content hereof without obligation of AMD to notify 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.
Ashes of the Singularity images and logos Copyright © 2016 Oxide Games. Ashes of the Singularity is a trademark of Stardock Entertainment. All rights reserved. The Division images and logos © 2015 Ubisoft Entertainment. All Rights Reserved. Tom Clancy’s, The Division logo, the Soldier Icon, Uplay, the Uplay logo, Ubi.com, Ubisoft, and the Ubisoft logo are trademarks of Ubisoft Entertainment in the US and/or other countries. Gears of War is a registered trademark of Microsoft Corporation in the US and other countries. Hitman images and logos ©2016 Io-Interactive A/S. All rights reserved. IO-INTERACTIVE and the IO logo are trademarks of Io-Interactive A/S. HITMAN and the HITMAN logo are trademarks of Square Enix Limited. SQUARE ENIX and the SQUARE ENIX logo are registered trademarks or trademarks of Square Enix Co. Holdings Ltd.Warhammer images and logos © Copyright Games Workshop Limited 2016. Warhammer, the Warhammer logo, GW, Games Workshop, The Game of Fantasy Battles, the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used under license. Developed by Creative Assembly and published by SEGA. Creative Assembly, the Creative Assembly logo, Total War and the Total War logo are either registered trade marks or trade marks of The Creative Assembly Limited. SEGA and the SEGA logo are either registered trademarks or trademarks of SEGA Holdings Co., Ltd. or its affiliates. All rights reserved. SEGA is registered in the U.S. Patent and Trademark Office. All other trademarks, logos and copyrights are property of their respective owners.Battlefield 1 images and logos Copyright © 2016 EA. Battlefield 1 is a trademark of EA. All rights reserved. Far Cry®3 images and logos © 2016 Ubisoft Entertainment. All Rights Reserved. Far Cry, Ubisoft, and the Ubisoft logo are trademarks of Ubisoft Entertainment in the US and/or other countries. Based on Crytek’s original Far Cry directed by Cevat Yerli. Powered by Crytek’s technology “CryEngine”.Quantum Break images and logos are trademarks or registered trademarks of Microsoft Corporation.
ATTRIBUTION© 2016 Advanced Micro Devices, Inc. All rights reserved. AMD, the AMD Arrow logo, CrossFire, FreeSync, Radeon and combinations thereof are trademarks of Advanced Micro Devices, Inc. in the United States and/or other jurisdictions. DirectX is a registered trademark of Microsoft Corporation in the US and other jurisdictions. HDMI, the HDMI logo and High-Definition Multimedia Interface are trademarks or registered trademarks of HDMI Licensing, LLC in the United States and other countries. Vulkan and the Vulkan logo are trademarks of Khronos Group Inc. Other names are for informational purposes only and may be trademarks of their respective owners.
Under embargo until June 29, 2016 at 9 a.m. EST.
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Radeon Software
Terry MakedonDirector of Software Strategy and UX
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Under embargo until June 29, 2016 at 9 a.m. EST.Under embargo until June 29, 2016 at 9 a.m. EST.
GPUOpen enables developers through open source
Laser focused on delivering the best GPU user experience
Under embargo until June 29, 2016 at 9 a.m. EST.
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Under embargo until June 29, 2016 at 9 a.m. EST.Under embargo until June 29, 2016 at 9 a.m. EST.
GPUOpenAMD’s initiative to enable developers through open source
14 major updates in the last 30 days*
41 developer blogs in last 4 months*
61 SDK/Samples/Libraries/Tools posted since launch – Jan 26 2016
We are the first IHV to release an SPIR-V extension - the intermediate shaderlanguage used in Vulkan (we released support for GCN instructions)
*Status as of May 28
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Under embargo until June 29, 2016 at 9 a.m. EST.Under embargo until June 29, 2016 at 9 a.m. EST.
Open source effects, SDKs and libraries
New EffectsShadowFX (DX12)
GeometryFX improvements (DX11)
TressFX 3.1 (DX11)
New Libraries / SDK / SamplesMultithreaded Rendering (DX12)
Out of order rasterization (Vulkan)
FireRays (Vulkan and OCL)
CrossFire™ API (DX11)
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Under embargo until June 29, 2016 at 9 a.m. EST.Under embargo until June 29, 2016 at 9 a.m. EST.
Open sourcing tools for developers
Compressonator for Textures
GPUPerfAPI Analysis
CodeXL 2.0Profile, debug and analyze performance/power across CPU and GPU graphics and computeEfficiencies - DX 12 CPU and GPU timelines
Enabling improved performance with more open source tools
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Under embargo until June 29, 2016 at 9 a.m. EST.Under embargo until June 29, 2016 at 9 a.m. EST.
Radeon Support for OpenVX™
OpenVX™ is an open standard for cross platform acceleration of computer vision applications & algorithms
Radeon support for OpenVX™ – Open source API support
RunVX – Efficient Runtime tool
Graph optimizer – Automatic optimization
Radeon support for OpenVX ™is a fully open source stack designed for speed and accuracy
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Under embargo until June 29, 2016 at 9 a.m. EST.Under embargo until June 29, 2016 at 9 a.m. EST.
So… what about virtual reality?
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Under embargo until June 29, 2016 at 9 a.m. EST.Under embargo until June 29, 2016 at 9 a.m. EST.
Virtual Reality Adoption
2014 2015 2016 FUTURE
Multiple HMD VendorsUp to 1080x1200/eye
<10 ms latency
90 Hz
First GenerationHeadsets
Oculus DK21K/eye
<20 ms latency
75 Hz
Generation ZeroHeadsets
Multiple HMD VendorsUp to 2K/eye
100Hz+
Second GenerationHeadsets
Oculus DK1640x800/eye
50+ms latency
PrototypeHeadsets
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VR Application Categories
Google Street View
BASIC
Minecraft
ESSENTIAL
EVE: Valkyrie
PREMIUM
Unreal Engine 4 Paris Demo
ADVANCED
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TrueAudio Next
Compute Unit Reservation
Quick Response Queue
Variable Rate Shading
DirectX®12 and Vulkan™
LiquidVR™ – New FeaturesBenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.Under embargo until June 29, 2016 at 9 a.m. EST.
TrueAudio Next
Real Time GPU Audio Physics ProcessingRay Tracing + Convolution for many audio sourcesScalableLow latency
Asynchronous ComputeExecutes concurrently with other graphics & compute tasksUses queues with customized scheduling
Open source library will be available on GPUOpen.com
Optimized for superior VR experiences
Immersive audio in real time
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Under embargo until June 29, 2016 at 9 a.m. EST.Under embargo until June 29, 2016 at 9 a.m. EST.
Dedicate a number of CUs for a specific task queue
Immediate execution with a fixed resource budget
Works with any type of shader(graphics or compute)
Compute Unit Reservation
Graphics
Audio
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Solving VR time-critical task executionFrames that take too long to render result in“judder” that destroys sense presence
Quick Response Queue (QRQ)More precise control of timingLeverages asynchronous computeLower latency
Asynchronous Time Warp on Oculus Riftuses QRQ to avoid dropped frames
Quick Response QueueBenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Multi-viewport processing APIAssign viewport ID to each polygonIndependent resolution/quality settings for each viewport
Used to implement foveated renderingHigh resolution for frame centerReduced resolution for peripheryEye tracking support
Variable Rate ShadingBenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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DirectX®12 is ideal for VR developmentIncreased draw call throughputLow CPU overheadNative support for asynchronous computeand multi-GPULow-level GPU hardware access
Supported by Oculus SDK andBasemark VR Score benchmark
LiquidVR® DirectX®12 samples and documentationwill be available at GPUOpen.com
LiquidVR™ and DirectX®12BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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GPUOpen enables developers through open source
Laser focused on delivering the best GPU user experience
Under embargo until June 29, 2016 at 9 a.m. EST.
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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ExperiencesStability
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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For many years we did monthly WHQL driver updates.
Users thought it was too much.
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Then for a few years we toned down our release frequency.
Users thought it was too little.
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Frequency
4 WHQL and 9 releases
2016
3 WHQL and 9 Beta Releases
2015
CURRENT PLAN
6 full WHQL certified recommended drivers a year as many optional or game specific drivers as needed
(target all of them to be WHQL)
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Game-Day 0 supported with Radeon Software Crimson Edition
Crimson 16.1 Crimson 16.2 Crimson 16.2.1 Crimson 16.3 Crimson 16.4.1
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Game-Day 0 supported with Radeon Software Crimson Edition
RSCE 16.5.2 RSCE 16.5.3RSCE 16.5.1 RSCE 16.5.3
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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User overall satisfaction
3.6
4.14.2
4.4 4.4 4.3 4.3 4.3 4.3
4.1
4.3
4.1 4.14.2 4.3
4.4 4.3 4.3 4.34.2
4.4
3.03.23.43.63.84.04.24.44.64.8
9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5
3 4 1 2 3 4 1 2
2014 2015 2016
September 2014 – May 2016Source: Internal AMD Data 4.4/5 Approval Rating
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Radeon Software Beta ProgramLaunching today
Users can email for [email protected]
Fully integrated with our QA department and run by our lead beta tester of over 15 years
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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ExperiencesPerformance
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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UP TO UP TO UP TO
Radeon™ Fury X GPU: Vulkan™ vs OGL 25%1 103%2 27%3
Radeon™ R9 390 GPU: Vulkan™ vs OGL 4%⁴ 88%5 23%6
Radeon™ R9 380 GPU: Vulkan™ vs OGL 20%7 83%8 16%9
Paving the way with Vulkan™
Radeon Software 16.5.3
*Test results are not average and may vary
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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UP TO UP TO UP TO UP TO UP TO
Radeon™ Fury X vs. GTX 980Ti 21%11 23%12 18%13 2%14 0%15
Radeon™ R9 390 vs. GTX 970 57%16 81%17 40%18 19%19 13%20
Radeon™ R9 380 vs. GTX 960 9%21 70%22 39%23 12%24 38%25
Performance leadership in DirectX® 12 games
Radeon Software 16.5.2 vs. Nvidia 365.10
*Test results are not average and may vary
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Smooth gaming experience on Radeon SoftwareRadeon Software offers smooth MGPU DX12 titles
Low variance in frame times results in a better gaming experience 10
0
10
20
30
40
50
60
1 15 29 43 57 71 85 99 113
127
141
155
169
183
197
211
225
239
253
267
281
295
309
323
337
351
365
379
393
407
421
435
449
463
477
491
505
519
533
547
561
575
589
603
Milli
seco
nds p
er fr
ame
Time
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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ExperiencesFeatures
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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MultiGPU
Scaling and high FPS don’t improve experience above playable frame rate
CrossFire™ API (DX11) is on GPUOpen
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.Under embargo until June 29, 2016 at 9 a.m. EST.
AFR frame pacingSupport for DX12 – planned support in a future Radeon Software driver update
Insert delay on the GPU before each present to the display
GPU1
GPU2
Frame 1
Frame 2
Frame 3
Frame 4
D P
D
D
P
P
D P
D = Delay P = Present
Consistent present times
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.Under embargo until June 29, 2016 at 9 a.m. EST.
Polaris support for Linux® distributions
All Open Driver (all open source components)Currently upstreaming
PRO Driver (Mix of open and closed components)Supported for DOTA 2 Vulkan on Day 1 of releaseBundled with SteamOS Beta 2.8 – Enabling Vulkan support
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.Under embargo until June 29, 2016 at 9 a.m. EST.
XConnect™ software features
Safe Unplug – available now!
Display through XConnect™ planned for a future release
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Radeon Settings9 new Crimson features
Crossfire™ Global Control
HDMI™ Scaling Control
Color Temperature Control
Power Efficiency Global Control
Display Scaling Per-Application
2 Display Quick Eyefinity Support
Quick OS Launcher
UI Language Selector
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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X
Introducing Radeon WattMan*Take complete control of your GPU
Available at launch for Radeon™ RX400 Series GPUs
*formerly AMD OverDrive™
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.Under embargo until June 29, 2016 at 9 a.m. EST.
AMD Overdrive™Years of our users overclocking
Now we’re going to redefine that experience with Radeon WattMan
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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The new redefined overclocking experienceSimple GPU and Memory Control
Power Limit Control
New features
Dynamic GPU Frequency Curve
Voltage Control Curve
Acoustic Limit Control
Advanced Temperature Control
Advanced Fan Control
Histogram Interface
Crash Recovery Mechanism
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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New dynamic GPU frequency curveWith the new dynamic GPU Frequency curve, you can take direct control your
GPU clock, adjusting frequency and voltage per state.
7 customizable states on Polaris
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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New histogram interfaceRecord per-application data with only that application open. Easily track peak
and average activity, clocks, temperature and fan speed.
5 trackable data-points
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.Under embargo until June 29, 2016 at 9 a.m. EST.
Hialgo acquisitionLays groundwork for gaming innovations
Chill:Power savingEnforced FPS limit only when movement is low
Boost: Dynamic Image Quality ControlDelivers higher FPS during high action; improving smoothness and reduces lag
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.Under embargo until June 29, 2016 at 9 a.m. EST.
SummarySOFTWARE RELEASES
13 New releases for 2016, including 4 WHQL releases
15+ games supported and optimized (performance and quality)
FEATURES
New API and SDK Support Vulkan™ API, DirectX® 12 Quick Response Queue, Oculus Rift™ SDK
New Product Support Polaris 10, Polaris 11, Oculus Rift™, HTC Vive™, AMD XConnect™ technology,
AMD Radeon™ Pro Duo graphics
New Features Introduced for Radeon™ Settings Radeon WattMan, Global AMD Crossfire™ control, HDMI™ Scaling, Color
Temperature Controls, Per-Game Display Scaling, Language Menu, Two Display
Eyefinity, AMD Crossfire™ Status Indicator, Updated Social Links based on
Region, Power Efficiency Toggle
STABILITY
Over 140 fixes and customer end user issues resolved in the last 6 months
4.4 User Satisfaction currently
PERFORMANCE
Sample Crimson improvements comparing 15.11 to 16.5.3
27% 12% 26% 26% 35% 60%
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Enabling the Polaris Experience
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Features, technologies and process The Polaris Architecture
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Best Graphics Core Yet State-of-the-ArtMultimedia IP
Future-ProofMonitor Support Cool & Quiet Gaming
Four Principles of the New Polaris Architecture
Under embargo until June 29, 2016 at 9 a.m. EST.
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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1st GenerationDirectX® 11
OpenGL 4.2
OpenCL 1.2
EQAA
Partially Resident Textures (PRT)
Hardware Tessellation
MLAA
Updates Over Time:DirectX® 11.1
DirectX® 12 FL 11_1OpenGL™ 4.5
MantleVulkan™
AMD LiquidVR™Asynchronous ComputeVirtual Super Resolution
2nd GenerationImproved compute task scheduling
(DirectX® 11)
Increased geometry throughput
AMD TrueAudio
OpenCL™ 1.2
OpenGL™ 4.3
HSA
Updates Over Time:AMD FreeSync™
DirectX® 11.2DirectX® 12 FL 12_0
OpenCL™ 2.0OpenGL™ 4.5
AMD MantleVulkan™
AMD LiquidVR™Asynchronous ComputeVirtual Super Resolution
3rd GenerationHigh Bandwidth Memory support
Improved tessellation performance
Delta Color Compression (DCC)
Hardware scheduler (HWS) for asynchronous compute
Native FP16/Int16 shader ops (APU)
Data parallel processing instructions
4th GenerationImproved geometry processing
AMD LiquidVR™ API for variable resolution rendering
DCC & updated memory controller
Shader instruction pre-fetch and enhanced buffering
Real-Time and prioritized asynccompute with spatial and temporal
scheduling
dGPU support for native FP16/Int16 Ops
AMD TrueAudio Next
H.265 Main10 decode acceleration
4K60 HEVC encode acceleration
HDMI® 2.0b
DisplayPort™ 1.3 HBR3
DisplayPort™ 1.4-HDR
HDR display supportUnder embargo until June 29, 2016 at 9 a.m. EST.
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
Page 89
Under embargo until June 29, 2016 at 9 a.m. EST.
14nm FinFET process
1 Graphics Command Processor
4 ACE
2 HWS
36 Compute Units
4 Geometry Processors
32 Pixels Output/Clock
144 Texture Units
576 32b Load/Store Units
2 MB L2 Cache
256-bit GDDR5
AMD CrossFire™ technology
DisplayPort™ 1.4-HDR, HDMI® 2.0b
Video Encode/Decode acceleration
PCIe® 3.0
Radeon™ RX 480 at a glanceBenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
Page 90
Under embargo until June 29, 2016 at 9 a.m. EST.
14nm FinFET process
1 Graphics Command Processor
4 ACE
2 HWS
16 Compute Units
2 Geometry Processors
16 Pixels Output/Clock
64 Texture Units
256 32b Load/Store Units
1 MB L2 Cache
128-bit GDDR5
AMD CrossFire™ technology
DisplayPort™ 1.4-HDR, HDMI® 2.0b
Video Encode/Decode acceleration
PCIe® 3.0
Radeon™ RX 460 at a glanceBenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
Page 91
Under embargo until June 29, 2016 at 9 a.m. EST.
4th-Gen GraphicsA Philosophy of Efficiency
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.
Primitive Discard Accelerator
Culls triangles early in the pipeline with zero area or
no inclusive sample points
Returns grow as MSAA increases
New Index cache for small instanced geometry
Reduces data movement
Frees internal bandwidth resources
Maintains or improves primitive throughput during
instancing
Enhanced geometry engines
0%
50%
100%
150%
200%
250%
300%
350%
400%
Rela
tive
Perf
orm
ance
Tessellation With 4xAA3
Prim Discard Off Prim Discard On
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.
Instruction prefetch
Improves efficiency by reducing pipeline stalls
Makes instruction caching more efficient
Increased per wave instruction buffer size
Improve single threaded performance
Tuned L2 cache behavior
Client cache request grouping
Improved cache and memory access efficiency
Native FP16 and Int16 support
Reduced memory/register footprint and bandwidth
Lower power execution
Graphics, computer vision, data learning
Improved shader efficiency
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)
SchedulerTexture Fetch
Load / Store Units (16)
Scalar Registers(4KB)
Polaris Architecture Compute Unit
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.
Improved shader efficiency
+15%PERFORMANCE PER CU
RADEON™ RX 480 VS. RADEON™ R9 2901
Instruction prefetchImproves efficiency by reducing pipeline stallsMakes instruction caching more efficient
Increased per wave instruction buffer size
Improve single threaded performance
Tuned L2 cache behavior Client cache request grouping Improved cache and memory access efficiency
Native FP16 and Int16 supportReduced memory/register footprint and bandwidthLower power executionGraphics, computer vision, data learning
UP TO
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
Page 95
Under embargo until June 29, 2016 at 9 a.m. EST.
GPUOpen shader intrinsic functionsDirect access to inline ISA
Data parallel primitive accessDetect dynamically uniform conditions at runtime
Enables performance-critical functionsExecution exactly as developers intend
Available now: DirectX® 11, DirectX® 12 and Vulkan™
Console style programming enabled on PC to extract more performance from the GPU
Console to PC
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
Page 96
Under embargo until June 29, 2016 at 9 a.m. EST.
Updated memory controller & PHYSupports up to 8Gbps GDDR5 memory devicesUp to 256GB/s memory bandwidth
Lossless DCC Full 2/4/8 : 1 compression ratios supportedDriver optimized for utilization of DCCProvides perf/bandwidth and power advantages Extends the life, viability and efficiency of GDDR5
Efficient balance of resourcesYields higher effective peak bandwidth
Memory & delta color compression engines
0%
20%
40%
60%
80%
100%
120%
140%
160%
Radeon™ R9 290X Radeon™ R9 Fury X Radeon™ RX 480
Rela
tive
Mem
ory
Band
wid
th
Effective Bandwidth Gain With DCC4
Uncompressible Data Compressible Data
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.
320GB/s
256GB/s
0%
20%
40%
60%
80%
100%
120%
140%
160%
R9 290 Polaris 10
Energy Efficient Memory
Bandwidth Performance / bit
Large L2 cacheDoubled L2 cache
Reduces external memory bandwidth requirementsImproves power efficiencyIncreases benefits of DCC
Up to 40% power savings on memory transactions5
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.
Other Graphics Architectures In High-Level APIs
Radeon™ Graphics in DirectX® 12, Vulkan™, and VR
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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* Diagrams for illustrative purposes only.
Shad
er U
tiliz
atio
n
Time
Compute Preemption of Graphics Quick Response Queue
Graphics Compute
Asynchronous Compute
Radeon™ asynchronous compute is incredibly flexibleBenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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ACE ACE HWS GRAPHICS COMMAND PROCESSOR HWS ACE ACE
4
Hardware scheduler (HWS) for asynchronous compute
CPU kernel mode driver scheduling task offload Real time and prioritized queues (audio/VR) Temporal and spatial resource management Concurrent task or process scheduling Coordination and load balancing with graphics Functionality can be updated with microcode
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.
Polaris GFX Architecture Summary
+15%PERFORMANCE PER CU
RADEON™ RX 480 VS. RADEON™ R9 2902
2.8xPERFORMANCE PER WATT
RADEON™ RX 470 VS. RADEON™ R9 270X1
FinFET 14 Technology | Micro–Architecture Tuned for Gaming | Physical Design Optimizations | DPM Techniques
UP TO UP TO
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.
Future-Proof Display Support
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.
DisplayPort™ 1.3 HBR3 and DisplayPort™ 1.4-HDR
Polaris is ready for DisplayPort™ 1.3 HBR3Existing cables and connectors utilizedUp to 32.4Gbps of bandwidth+80% bandwidth over HDMI® 2.0b
Polaris is ready for DisplayPort™ 1.4-HDRUp to 10-bit 4K96CTA-861.3 HDR metadata transportRec.2020 color space supportSMPTE 2084 EOTF
0
5
10
15
20
25
30
35
DisplayPort™ 1.1 DisplayPort™ 1.2 DisplayPort™ 1.3Ba
ndw
idth
(Gbp
s)
Evolution of DisplayPort™ bandwidth across generations
Link Bandwidth
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.
Polaris can enable 4:4:4 4K displays at up to 120Hz
We anticipate DRR-ready 4K120 panels by 4Q2016
DRR 4K120 panels will enable 4K AMD FreeSync™ monitors compatible with 30-120 FPS coverage
DisplayPort™ 1.3 is a major leap for 4K FreeSync™BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.
Radeon™ RX 400 Series graphics will enable single-cable 4:4:4 5K60 resolution
5K is 78% more pixels than 3840x2160 (4K)
210ppi of 5K/28” provides incredible sharpnessand working space vs 142ppi of 4k/28”
We anticipate displays ready for single-cable 5K by year end
DisplayPort™ 1.3 enables single cable 5K60BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.
X
DisplayPort™ 1.3 is future-proof for gaming monitors
Up to 240Hz SDR
Up to 200Hz HDR
Up to 240Hz SDR
Up to 240Hz HDR
Up to 190Hz SDR
Up to 155Hz HDR
Up to 120Hz SDR
Up to 96Hz HDR
Up to 60Hz SDR
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.
The Polaris architecture is ready for home theater PCs
Under embargo until June 29, 2016 at 9 a.m. EST.
4K60
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
Page 108
Under embargo until June 29, 2016 at 9 a.m. EST.
X
AMD FreeSync™ Technology over HDMI® 2.0bSupported on 28 displays as of May 28th
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
Page 109
Under embargo until June 29, 2016 at 9 a.m. EST.
AMD FreeSync™ Technology over HDMI® 2.0bTechnology Partners
Acer | LG | Mstar Semiconductor | Novatek | Realtek | Samsung
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.
Polaris delivers better pixels with HDR
Larger Color Spaces Higher Contrast Ratios Higher Peak Luminance
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9
Human Visual Range sRGB Rec. 2020 Digital Cinema Typical WCG Monitor
HDR drives more colors
Typical monitors are sRGB (blue triangle)
Short-term HDR goal is to reach P3 DigitalCinema (yellow triangle)
Long-term HDR goal is to reach Rec. 2020(red triangle)
2X visible colors vs. sRGB75% coverage of the human visual spectrumRed/gold/cyan notably improved
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Under embargo until June 29, 2016 at 9 a.m. EST.
HDR replicates the human vision system
Full R
ange
of H
uman
Eye
Human Dynamic Range
Color Contrast CapturePost
Production Mastering Distribution Display Color Contrast
What Viewer Sees SDR
0.05-100 cd/m2
Full R
ange
of H
uman
Eye
Human Dynamic Range
Color Contrast CapturePost
Production Mastering Distribution Display Color Contrast
What Viewer Sees HDR
0.0005-10,000 cd/m2
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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HDR drives higher luminance
Sunlight 1,600,000,000 nits
Fluorescent light 10,000 nits
Highlights 1,000-10,000 nits
White Range 250-1,000 nits
Typical Objects 1-250 nits
Shadow Details 0.01-1 nit
Ultra Blacks 0-0.01 nit
* Image courtesy “Russellstreet” under CC BY-SA 2.0 license from Flickr. Scene comparison simulated.
10,000 nits
~1 nit
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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HDR is better at translating bits to photons
Electro-Optical Transfer Functions are how we convert digital signals to light
Today’s consumer content is designed around CRT television EOTFs
Based on work started in 1930sOnly considers up to 100 nits of brightnessWastes encoding bits and crushes black levels
10-bit ST 2084 is for HDR Designed for the next 20 years of displaysConsistent encoding 0-10,000 nitsDramatically improves detail/efficiency in black levels
0.1%
1.0%
10.0%
0.001 0.01 0.1 1 10 100 1000 10000
Min
imum
Con
tras
t Ste
p
Brightness Nits
10-bit ST 2084 8-bit Gamma (100 Nit) 12-bit ST 2084 10-bit Gamma (1000 Nit) Human Vision
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Polaris is ready for 10-bit and 12-bit HDRFirst-gen HDR displays will be 10-bit12-bit will exceed human visual acuity
Polaris architecture display pipeDisplay color processing engine
Programmable gamut remappingProgrammable gamma controlFloating point processingEnables 1:1 mapping with display’s native capabilitiesEliminates in-display remapping latency
Display ControllerFrame Buffer
32bpp Fixed Point
64bpp Floating Point
Floating Point Color Processing
Output Bit Depth Converter
8/10/12bpc color
8/10/12bpc colorDisplayPort™
HDMI®
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Tonemapping should be done by the game engineTonemapping in the display adds significant input lag
We poll color/contrast/nits from the displayPolling fed back to engine tonemapperOutput from GPU optimized for the connected display
Switching to HDR tonemapping not a large hurdlegame engines already do HDRR tonemapped to SDR
Available for developers now:DirectX® 11 HDR driver support available for developersDirectX® 12 support planned in a future driver updateHDR Video playback support available for developers
Radeon™ Photon SDK for HDR gamingBenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Polaris architecture HDR display support
HDMI® 2.0b(with HDCP 2.2)
1920x1080 @ 192Hz
2560x1440 @ 96Hz
3840x2160 @ 60Hz (4:2:2)
DisplayPort™ 1.4-HDR(with HDCP 2.2)
1920x1080 @ 240Hz
2560x1440 @ 192Hz
3840x2160 @ 96Hz
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Accelerated Video Encoding & Decoding
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
Page 119
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A history of AMD’s video encode accelerator
Radeon™ HD 7970H.264 up to 1080p75
Radeon™ R9 290XH.264 up to 1080p75
Radeon™ R9 285H.264 up to 4K60
Radeon™ R9 Fury XH.264 up to 4K30
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Video encode acceleration with Polaris
H.264 HEVC
1080p120 1080p240
1440p60 1440p120
4K30 4K60
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Improving stream quality with Polaris
Fast HQ encode is a tough problemRapid scene changesNon-uniform complexity distribution
Achieving fast quality with 2-pass encodingDownscaled pre-encode guides rate controlPicture-level analysis for efficient budget allocationMacroblock-level analysis for efficient QP selection
2-pass encoding yields up to 1dB Y-PSNR gainWorks with H.264 and HEVC content
Warhammer, the Warhammer logo, GW, Games Workshop, The Game of Fantasy Battles, the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations,
weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used under licence. Developed by Creative Assembly
and published by SEGA. Creative Assembly, the Creative Assembly logo, Total War and the Total War logo are either registered trade marks or trade marks of The Creative Assembly Limited.
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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2-Pass Encoding1-Pass Encoding
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Leveraging the Polaris architecture encode accelerator for gamesBenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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A history of AMD’s video decode accelerator
Radeon™ HD 7970H.264 up to 1080p60VC1 up to 1080p60
MP4-P2 up to 1080p60
Radeon™ R9 290XH.264 up to 1080p60VC1 up to 1080p60
MP4-P2 up to 1080p60
Radeon™ R9 285H.264 up to 4K120VC1 up to 1080p60
MP4-P2 up to 1080p60
Radeon™ R9 Fury XH.264 up to 4K120
Main HEVC up to 4K60VC1 up to 1080p60
MP4-P2 up to 1080p60
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Our most versatile decode accelerator yet
H.264Up to 4K120
HEVCUp to 4K60
Main-10
VP9Up to 4K
MP4-P2Up to 1080p60
VC1Up to 1080p60
MJPEGUp to 4K30
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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The Polaris architecture accelerates the best content
Beautiful HDR Movies(10-bit HEVC)
More Cat Videos(VP9)
Razor-Sharp Video Calling(HEVC & MJPEG)
Your Favorite Streamers(H.264)
* Logos for illustrative purposes only; no endorsement implied.
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Optimizing FinFET 14
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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It’s been a long road
90nm2005
80nm2006
65nm2007
55nm2007
40nm2009
28nm2011
FinFET2016
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Transistors per area have doubled effectively every 2 yearsSub-nm range, static leakage/area also doublingVoltage reductions from technology flattened
Many PD techniques can reduce leakage; mitigate poor scalingPower gatingVoltage islandsBack bias or advanced circuits
Unfortunately: a poor substitute for native process benefits
Drive to lower power consumptionBenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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FinFET 14 performance vs. 28nm planar
FinFET offers product level performance advantage over 28A planar
Significant variation reduction and leakage power improvement
FinFETs have fundamentally lower variation than planar bulk
Performance
28nm FinFETLog
Leak
age
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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FinFET 14 has better variation
Leakage PowerPe
rfor
man
ce
Performance
FinFET 14
28nm
Lower variation improves product performance and power
Performance set by the slowest device, the required voltagePower set by the leakiest device
FinFETs have fundamentally lower variation than planar bulk
Lower power
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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FinFET performance/power benefit
Relative PowerRe
lativ
e Fm
ax
FinFET
28nm
Bottom lineFinFET devices provide fundamental performance / power benefit over planar
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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FinFETs are a very significant step Reduced operating voltagesReduced leakageFundamental improvement in power efficiency
FinFETs enable new product categoriesThin & light gaming notebooksSmall form factor desktopsDiscrete cards with fewer power connectors
Summarizing FinFET 14BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Design Approaches for Power Efficiency
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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All GPUs operate at low voltages with high currentChallenging to deliver quality voltage from packages and power supplies
Voltage variations can be 10%-15% of the nominal value
Average voltage must be raised to cover this variation, which wastes a lot of power
AMD’s adaptive clocking recovers that waste with up to a 25% power reduction
Adaptive clocking
Measured Droop Improvements on “Polaris 10”
0.8V 0.9V 0.9V 1.0V 1.0V 1.1V 1.1V 1.2V 1.2V 1.3V
Mea
sure
d Vo
ltage
Dro
op (V
set-
Vdev
)
Vset
CKS OFF CKS ON
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Illustrating adaptive clocking
VDD DROPSBELOW THRESHOLD
RESPONSE TIME< 1 NANO-SECOND
TRADITIONAL MARGINED FREQUENCY
OPERATING FREQUENCYTEMPORARILY DECREASES
~ 5-10% VOLTAGE BENEFIT
VDD SUPPLY
VDD ABOVE THRESHOLD
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Adaptive voltage & frequency scaling (AVFS)Reliably extract the true silicon speed capability of the GPU
Including: part-to-part processing, temperature and power deliveryHow: add a frequency sensor to existing power and temp sensors
Enables accurate setting of the optimal operating pointMaximum energy efficiency across the entire ASIC process, voltage, and temperature
Individual speed and voltage sensors distributed around the graphics core
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Illustrating AVFS on the Polaris architecture
Voltage
Freq
uenc
y
Guard band required due to AC+DC voltage margins, temperature inversion and aging
True Si Fmax capability
Traditional DPM-states.
AVFS reduces the voltage required for the same
frequency
AVFS DPM-states.
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Run voltage analysis code on a tester when the part is tested and binned
Log the voltage as seen by the integrated power supply monitors
Run the same code on PC boot and observe voltage
Dial board vregs to deliver the same voltage as observed on the tester
Eliminates waste power usually spent accommodating board/system variation
Boot time power supply calibration (BTC)
PSMs observe the minimum voltage on the tester
VVAVG_TST
VAVG_SYS
Same PSMs observe the voltage on each boot in the system
Differences are compensated out
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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GPUs require 2-3% clockspeed margin to accommodate transistor aging
Other aspects of the system also exhibit aging (e.g. lower voltage from system)
We want our parts to self-calibrate and adapt to changes over time – good or bad
More robust operation over timeOut-of-box performance is improved
Adaptive aging compensation
Exploit boot time calibration and aging-sensitive circuits in the AVFS modules
Vmin dialed in to compensate for
aging effectsV
VAVG_SYS
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Specially-designed banks (MBFFs) that share circuitry
Critical clock sequence storage elements
There are approx. 21 million flip-flops in Polaris 10
They utilize about 15% of ASIC TDP
Save significant internal and sClk power4-5% TDP savings
Multi-bit flip-flop (MBFF)
Up to 40% total clock power savings
with quad MBFF
BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife BenchlifeBenchlifeBenchlifeBenchlifeBenchlifeBenchlife
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Reducing memory bandwidth dependence:Double L2 cacheImprove L2 utilization and efficiencyImprove LDCC algorithms and usage
Simultaneously reduce energy / bitFinFETs helpOptimized interface designPower gating, clock gating
Energy efficient memory interface
320GB/s
256GB/s
0%
20%
40%
60%
80%
100%
120%
140%
160%
R9 290 Polaris 10
Energy Efficient Memory
Bandwidth Performance / bit
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Reducing memory bandwidth dependence:Double L2 cacheImprove L2 utilization and efficiencyImprove LDCC algorithms and usage
Simultaneously reduce energy / bitFinFETs helpOptimized interface designPower gating, clock gating
Energy efficient memory interface
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160%
R9 290 Polaris 10
Energy Efficient Memory
Energy / bit Performance / bit
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320GB/s
256GB/s
0%
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100%
120%
140%
160%
R9 290 Polaris 10
Energy Efficient Memory
Energy / bit Memory power Bandwidth Performance / bit
Lower Energy per bitBetter performance per bit
Outcome:Memory bandwidth needs reducedTotal memory interface power reducedby up to 58%5
Energy efficient memory interface
58%Power
Savings
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14nm FinFET optimized by AMD
1.7xPerformance / Watt
With FinFET 146
2.8xPerformance / Watt
With AMD technologies2
UP TOUP TO
Baseline
Technology
Arch + Features
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Baseline(28nm LPP)
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FinFET 14 + AMD
Technologies
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24.5 x 24.529 x 29
Bonaire Polaris 11
L x W
Bonaire Polaris 11
1.9mm1.5mm
Z-Height
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14nm FinFET process
1 Graphics Command Processor
4 ACE
2 HWS
36 Compute Units
4 Geometry Processors
32 Pixels Output/Clock
144 Texture Units
576 32b Load/Store Units
2 MB L2 Cache
256-bit GDDR5
AMD CrossFire™ technology
DisplayPort™ 1.4-HDR, HDMI® 2.0b
Video Encode/Decode acceleration
PCIe® 3.0
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Our best graphics core yet+15% generational performance per compute unit 1
Future-proof display supportReady for 10-bit and 12-bit HDR monitorsReady for next-gen high density and high refresh gaming monitors
State-of-the-art multimedia supportCPU-free streaming and recording of your favorite gamesReady for HDR streaming video servicesNew 2-pass video encoding
Cool and quiet gameplayFinFET 14 optimized by AMD technologiesUp to 2.8X generational perf/W uplift 2
Summarizing the Polaris Architecture
Polaris 10 GPU
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1. Testing conducted by AMD Performance Labs as of May 10, 2016 on the AMD Radeon™ RX 470, AMD Radeon™ R9 270X. Using 3DMark FireStrike preset 1080p AMD Radeon™ RX 470 (110W) scored 9090, AMD Radeon™ R9 270X (180W) scored 5787. Using Ashes of the Singularity 1080P High, the AMD Radeon™ RX 470 (110W) scored 46 fps, AMD Radeon™ R9 270X (180W) scored 28.1. Using Hitman 1080p high at 1080p, the AMD Radeon™ RX 470 (110W) scored 60 fps, AMD Radeon™ R9 270X (180W) scored 27.6 fps. Using Overwatch 1080p Max settings, the AMD Radeon™ RX 470 (110W) scored 121 fps, AMD Radeon™ R9 270X (180W) scored 76 fps . Using Performance/Board power, the resulting average across the 4 different titles was a perf per watt of 2.8X vs the Radeon R9 270X . Test results are not average and may vary. RX-6
2. Testing conducted by AMD performance labs as of May 18, 2016 on the Radeon RX 480 and Radeon R9 290 on a test system comprisi ng Intel Core i7-5960X, 16GB DDR4-2666, Gigabyte X99-UD4, Windows 10 x64 (build 10586), Radeon Software Crimson Edition 16.5.2using Ashes of Singularity, GTA V, Project Cars, Witcher, and Assassin’s Creed Syndicate, All games tested at 1440p. Radeon RX 480 graphics (150W TGP/36 CU) vs. Radeon R9 290 graphics (275W TGP/40 CU) scores as follows: Ashes of the Singularity (44.19 FPS vs 46 FPS); GTA V (66.23 FPS vs. 66.44 FPS); Project Cars (48.99 FPS vs. 45.99 FPS); Witcher 3 (50.78 FPS vs. 50.13 FPS); Assassin’s Creed Syndicate (50.51 FPS vs. 45.78 FPS). Average FPS of above game scores: 52.14 (Radeon RX 480) vs. 50.06 (Radeon R9 290). Test results are not average and may vary. RX-3
3. Based on AMD internal small prim filter test. Primitive assembly rates with prim filter ON vs. OFF: 18 tri/px (3.947 vs. 1.255), 32 tri/px (3.901 vs. 1.773), 50 tri/px (3.760 vs. 1.402), 72 tri/px(3.303 vs. 1.187), 98 tri/px (3.928 vs. 1.171), 128 tri/px (3.870 vs. 3.639). System configuration: Radeon™ RX 480, Core i7-6700K, 16GB DDR4-2666, Windows 10 x64, Radeon™ Software 16.5.2.
4. Based on AMD internal memory bandwidth test. Radeon™ R9 290X: 263GB/s peak memory bandwidth. Radeon™ R9 Fury: 333 peak GB/s without DCC vs. 387 peak GB/s with DCC. Radeon™ RX 480: 186 peak GB/s without DCC vs. 251 peak GB/s with DCC. System configuration: Core i7-6700K, 16GB DDR4-2666, Windows 10 x64, Radeon™ Software 16.5.2.
5. Based on measurements of total memory interface power in watts conducted by the AMD performance labs as of 5/21/2016. System configuration: Radeon™ R9 290 vs. Radeon™ RX 480, Core i7-5960X, Gigabyte GA-X99-UD7, 16GB DDR4-2666, Windows 10 x64, Radeon™ Software 16.5.2.
6. Based on AMD internal data generated in AMD performance labs as of May 2016, measurements of capacitance, voltage frequency, leakage and power data show up to 1.7x performance/watt on 14nm vs 28nm FINFET technology. Final performance/watt results on AMD products using 14nm FinFET technology may vary and will depend on various factors including but not limited to clock speed, voltage, and various AMD proprietary technologies.
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Disclaimer & Attribution
The information presented in this document is for informational purposes only and may contain technical inaccuracies, omissions and typographical errors.
The information 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, software changes, BIOS flashes, firmware upgrades, or the like. AMD assumes no obligation to update or otherwise correct or revise this information. However, AMD reserves the right to revise this information and to make changes from time to time to the content hereof without obligation of AMD to notify any person of such revisions or changes.
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