Fiji’s Architecture: The Grandest of GCN 1.2

We’ll start off our in-depth look at the R9 Fury X with a look at the Fiji GPU underneath.

Like the Hawaii GPU before it, from a release standpoint Fiji is not really the pathfinder chip for its architecture, but rather it’s the largest version of it. Fiji itself is based on what we unofficially call Graphics Core Next 1.2 (aka GEN3), and ignoring HBM for the moment, Fiji incorporates a few smaller changes but otherwise remaining nearly identical to the previous GCN 1.2 chips. The pathfinder for GCN 1.2 in turn was Tonga, which was released back in September of 2014 as the Radeon R9 285.

So what does GCN 1.2 bring to the table over Hawaii and the other GCN 1.1 chips? Certainly the most well-known and marquee GCN 1.2 feature is AMD’s latest generation delta color compression technology. Tied in to Fiji’s ROPs, delta color compression augments AMD’s existing color compression capabilities with additional compression modes that are based around the patterns of pixels within a tile and the differences between them (i.e. the delta), increasing how frequently and by how much frame buffers (and RTs) can be compressed.

Frame buffer operations are among the most bandwidth intensive in a GPU – it’s a lot of pixels that need to be resolved and written to a buffer – so reducing the amount of memory bandwidth these operations draw on can significantly increase the effective memory bandwidth of a GPU. In AMD’s case, GCN 1.2’s delta color compression improvements are designed to deliver up to a 40% increase in memory bandwidth efficiency, with individual tiles being compressible at up to an 8:1 ratio. Overall, while the lossless nature of this compression means that the exact amount of compression taking place changes frame by frame, tile by tile, it is at the end of the day one of the most significant improvements to GCN 1.2. For Radeon R9 285 it allowed AMD to deliver similar memory performance on a 256-bit memory bus (33% smaller than R9 280’s), and for Fiji it goes hand-in-hand with HBM to give Fiji an immense amount of effective memory bandwidth to play with.

Moving on, AMD has also made some changes under the hood at the ALU/shader level for GCN 1.2. Many of these changes are primarily for AMD’s Carrizo APU, where task scheduling improvements go hand-in-hand with the AMD’s Heterogeneous System Architecture initiative and deliver improvements to allow the CPU and GPU to more easily deliver work to each other. Similarly, 16-bit instructions are intended to save on power consumption in mobile devices that use lower precision math for basic rendering.

More applicable to Fiji and its derivatives are the improvements to data-parallel processing. GCN 1.2 now has the ability for data to be shared between SIMD lanes in a limited fashion, beyond existing swizzling and other data organizations methods. This is one of those low-level tweaks I’m actually a bit surprised AMD even mentioned (though I’m glad they did) as it’s a little tweak that’s going to be very algorithm specific. For non-programmers there’s not much to see, but for programmers – particularly OpenCL programmers – this will enable newer, more efficient algorithms where when the nature of the work requires working with data in adjacent lanes.

But for gamers, perhaps the most significant architectural improvement to GCN 1.2 and thereby Fiji are the changes made to tessellation and geometry processing. There is no single silver bullet here – after going with a 4-wide geometry front-end in Hawaii, AMD hasn’t changed it for Tonga or Fiji – but AMD has put in quite a bit of effort in to improving how geometry data moves around within the chip and how it’s used, on the basis that at this point the limitations aren’t in raw geometry performance, but rather the difficulties in achieving that performance.

Much of this effort has been invested in better handling small geometry, whether it’s large quantities of small batches, or even small quantities of small batches. The inclusion of small instance caching, for example, allows the GPU to better keep small batches of draw calls in cache, allowing them to be referenced and/or reused in the future without having to go to off-cache memory. Similarly, AMD can now store certain cases of vertex inputs for the geometry shader in shared memory, which like small instance caching allows for processing to take place more frequently on-chip, improving performance and cutting down on DRAM traffic.

More specific to Fiji’s incarnation of GCN is how distribution is handled. Load balancing and distribution among the geometry frontends is improved overall, including some low-level optimizations to how primitives generated from tessellation are distributed. Generally speaking distribution is a means to improve performance by removing bottlenecks, however AMD is now catching a specific edge case where small amplification factors don’t generate a lot of primitives, and in those cases they’re now skipping distribution since the gains are minimal, and more likely than not the cost from the bus traffic is greater than the benefits of distribution.

Finally, AMD has also expanded the vertex reuse window on GCN 1.2. As in the general case of reuse windows, the vertex reuse window is a cache of sorts for vertex data, allowing old results to be held in waiting in case they are needed again (as is often the cases in graphics). Though they aren’t telling us just how large the window now is, GCN 1.2 now features a larger window, which increases the hit rate for vertex data and as a result further edges geometry performance up since that data no longer needs to be regenerated.

As with our R9 285 review, I took the time to quickly run TessMark across the x8/x16/x32/x64 tessellation factors just to see how tessellation and geometry performance scales on AMD’s cards as the tessellation factor increases. Keeping in mind that all of the parts here have a 4-wide geometry front-end, the R9 285, R9 290X, and R9 Fury X all have the same geometry throughput on paper, give or take 10% for clockspeeds. What we find is that Fury X shows significant performance improvements at all levels, beating not only the Hawaii based R9 290X, but even the Tonga based R9 285. Tessellation performance is consistently 33% ahead of the R9 290X, while against Tonga it’s anywhere between a 33% lead at high factors to a 130% lead at low tessellation factors, showing the influence of AMD’s changes to how tessellation is handled with low factors.

The AMD Radeon R9 Fury X Review The Fiji GPU: Go Big or Go Home
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  • Scali - Tuesday, July 7, 2015 - link

    Even better, there are various vendors that sell a short version of the GTX970 (including Asus and Gigabyte for example), so it can take on the Nano card directly, as a good choice for a mini-ITX based HTPC.
    And unlike the Nano, the 970 DOES have HDMI 2.0, so you can get 4k 60 Hz on your TV.
  • Oxford Guy - Thursday, July 9, 2015 - link

    28 GB/s + XOR contention is fast performance indeed, at half the speed of a midrange card from 2007.
  • Gothmoth - Monday, July 6, 2015 - link

    so in short another BULLDOZER.... :-(

    after all the hype not enough and too late.

    i agree the card is not bad.. but after all the HYPE it IS a disappointment.

    OC results are terrible... and AMD said it will be an overclockers dream.

    add to that that i read many complains about the noisy watercooler (yes for retail versions not early preview versions).
  • iamserious - Monday, July 6, 2015 - link

    It looks ugly. Lol
  • iamserious - Monday, July 6, 2015 - link

    Also. I understand it's a little early but I thought this card was supposed to blow the GTX 980Ti out of the water with it's new memory. The performance to price ratio is decent but I was expecting a bit larger jump in performance increase. Perhaps with the driver updates things will change.
  • Scali - Tuesday, July 7, 2015 - link

    Hum, unless I missed it, I didn't see any mention of the fact that this card only supports DX12 level 12_0, where nVidia's 9xx-series support 12_1.
    That, combined with the lack of HDMI 2.0 and the 4 GB limit, makes the Fury X into a poor choice for the longer term. It is a dated architecture, pumped up to higher performance levels.
  • FMinus - Tuesday, July 7, 2015 - link

    Whilst it's beyond me why they skimped on HDMI 2.0 - there's adapters if you really want to run this card on a TV. It's not such a huge drama tho, the cards will drive DP monitors in the vast majority, so, I'm much more sad at the missing DVI out.
  • Scali - Wednesday, July 8, 2015 - link

    I think the reason why there's no HDMI 2.0 is simple: they re-used their dated architecture, and did not spend time on developing new features, such as HDMI 2.0 or 12_1 support.

    With nVidia already having this technology on the market for more than half a year, AMD is starting to drop behind. They were losing sales to nVidia, and their new offerings don't seem compelling enough to regain their lost marketshare, hence their profits will be limited, hence their investment in R&D for the next generation will be limited. Which is a problem, since they need to invest more just to get where nVidia already is.
    It looks like they may be going down the same downward spiral as their CPU division.
  • sa365 - Tuesday, July 7, 2015 - link

    Well at least AMD aren't cheating by allowing the driver to remove AF despite what settings are selected in game. Just so they can win benchmarks.
    How about some fair, like for like benchmarking and see where these cards really stand.
  • FourEyedGeek - Tuesday, July 7, 2015 - link

    As for the consoles having 8 GB of RAM, not only is that shared, but the OS uses 3 GB to 3.5 GB, meaning there is only a max of 5 GB for the games on those consoles. A typical PC being used with this card will have 8 to 16 GB plus the 4 GB on the card. Giving a total of 12 GB to 20 GB.

    In all honesty at 4K resolutions, how important is Anti-Aliasing on the eye? I can't imagine it being necessary at all, let alone 4xMSAA.

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