The OpenGL UMD was completely re-engineered. This premiered with the 22.7.1 release, so nearly two years ago. AMD now have the most performant, highest quality OpenGL UMD in the industry, which is particularly relevant for workstation use cases (where OpenGL remains the backbone of WS graphics).
PhysX is proprietary, I don’t know what can be done about that, but your point is valid here, though given the rise of other physics engines at play, I don’t really know if this is a big hit? Do we really want further consolidation in game systems?
AMDs approach to ray acceleleration has always favoured die area efficiency up until now, though I can totally understand your disappointment with the performance in that area. That said, the moment I really care about RTRT in gaming is when it’s no longer contingent on the raster model. reflections, shadows and GI are nice and all, but we’re still not really there yet.
I dont know how GCN was such a terrible arch since it was the basis of an entire console generation. An argument could be made about how its GPGPU design may have hindered it at gaming on desktops but it had matured extremely well over time with driver upgrades, despite their given price + perf targets at release. Aside from that (and related to point 1), RDNA UMDs are all PAL based. I’m not sure what you’re alluding to with this? Could you please elaborate?
Your final remark is untrue (FMF, AL+, gfx feature interop, mic ANS, a plethora of GPUOpen technologies) but I will forgive you not keeping up with a vendor’s tech if you don’t actively use their products.
For your points against:
The OpenGL UMD was completely re-engineered. This premiered with the 22.7.1 release, so nearly two years ago. AMD now have the most performant, highest quality OpenGL UMD in the industry, which is particularly relevant for workstation use cases (where OpenGL remains the backbone of WS graphics).
PhysX is proprietary, I don’t know what can be done about that, but your point is valid here, though given the rise of other physics engines at play, I don’t really know if this is a big hit? Do we really want further consolidation in game systems?
AMDs approach to ray acceleleration has always favoured die area efficiency up until now, though I can totally understand your disappointment with the performance in that area. That said, the moment I really care about RTRT in gaming is when it’s no longer contingent on the raster model. reflections, shadows and GI are nice and all, but we’re still not really there yet.
I dont know how GCN was such a terrible arch since it was the basis of an entire console generation. An argument could be made about how its GPGPU design may have hindered it at gaming on desktops but it had matured extremely well over time with driver upgrades, despite their given price + perf targets at release. Aside from that (and related to point 1), RDNA UMDs are all PAL based. I’m not sure what you’re alluding to with this? Could you please elaborate?
Your final remark is untrue (FMF, AL+, gfx feature interop, mic ANS, a plethora of GPUOpen technologies) but I will forgive you not keeping up with a vendor’s tech if you don’t actively use their products.