Chủ Nhật, 30 tháng 4, 2017

Waching daily Apr 30 2017

If you are suffering from depression or anxiety it can feel like you are all alone

with no one to turn to for help.

Telling someone how you feel can be difficult and scary,

and talking to your parents can be especially hard

if you're worried how they'll react or if they believe what you are saying.

It can be difficult, but telling your parents how you feel is a very important step in recovering from your illness.

Your parents can show you the love and support you need to feel better

and help you get access to professional help, so finding the courage to tell them is always the right thing to do.

Before you start the conversation, try to work out exactly what you will say

and write it down on a piece of paper.

Think of specific examples of times you have felt sad or anxious,

or when your mood has affected your ability to do well in school or with other areas of life.

Having a good idea of what you are going to say will help you stay calm and get your point across

even if you get nervous.

You might be worried your parents will get angry or upset when you tell them about your illness.

You may even imagine the conversation going terrible and ending in an argument.

These predictions and expectations are all part of your illness because depression and

anxiety cause you to see the world in a negative way making you imagine the worst possible situations.

Try not to listen to your worries.

The truth is, your parents care about you and want you to be happy.

When you are ready to speak to your parents, make sure you pick a good time.

You want them to be in the right mood to listen.

If they are stressed out, too tired or sleepy, then wait until tomorrow.

You should get straight to the point and say, "I need to talk to you"

Explain that you have been feeling sad or anxious for a long time

and you are worried that there might be something wrong with you.

Try to give them as much information as possible.

Tell them what you have been feeling, and for how long.

Don't worry about explaining everything perfectly, or if you can't find the right words.

Your parents don't need to understand exactly what you are going through.

They just need to hear and know that you want help.

If you've been having suicidal thoughts or considered ending your life, you need to tell your parents.

If you think your parents won't understand what "depression" or "anxiety" are

then start by explaining that you feel very sad or anxious all the time

and you think it isn't normal.

To help them understand, you could show them descriptions of your illness from trusted

sources like the APA, NHS or whatever is available for the country you live in.

Try to help them understand that depression and anxiety

are more than just being in a bad mood or feeling down.

They are real illnesses caused by changes in the brain

that you can't fix simply by "getting over it".

Once you explain what you are going through, your parents will probably be very concerned

and will want to know what they can do to help.

Explain that just having their support will mean a lot to you, but you would also like

to go to a doctor and get professional help.

Your parents will probably believe what you are telling them and they'll want to help you,

but it's also possible they'll need some convincing.

They may try to tell you that you shouldn't be feeling these things.

That you're just a kid and you should stop over-reacting.

Your reply should be "I KNOW I shouldn't be feeling like this.

It isn't normal to be feeling this way all the time.

That's how I know I need help."

If they don't believe how you are feeling and see it as normal part of puberty,

try explaining that you feel sad or worried ALL THE TIME.

While your friends and other people your age have ups and downs, you only have downs.

Sometimes, it can take a while for what you are saying to really get through to your parents.

They really care about you but it's easier to think that you're just going through a bad phase

than to admit you need professional help.

Don't be discouraged.

Your feelings are important even if your parents don't understand them right away.

If starting a conversation is too difficult or if you can't find the right words to say,

writing a letter, email or message to your parents is a great way to get the conversation started.

If speaking to your parents is difficult, you could try talking to another adult

who could help you.

A school teacher, counselor, religious leader, youth worker or close adult could offer you valuable advice,

put you in touch with a doctor and even speak to your parents for you.

If you are really having trouble you could wait until your next regular doctor's visit

or when you're ill with a cold, and then talk to them about your depression or anxiety

while you are there.

Keep talking to your parents and try getting them to understand what you are experiencing.

Your feelings and well-being are important!

So don't give up until you make progress.

If you feel afraid or discouraged by what they say, try to focus on how much better

life will be when they finally understand and are able to help you.

Telling your parents about your mental health issues is always scary,

but in the end, it will be worth it.

We've put links to great resources for mental health in the description so please check that out.

We also have professional psychologists answering in the comments,

so please leave a comment if you have any questions at all

or if you have advice for other's who struggle with this issue.

If you liked this video, please click that like button below

and don't forget to subscribe to our channel for more helpful explainers.

Thank you for watching! :)

For more infomation >> How to tell your parents about your Depression and Anxiety - Duration: 5:46.

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Vega: Of Primitives & Pixels. A Look at the GCN Revolution. - Duration: 26:55.

Hi all, welcome back to part 2 of my Vega pre-release coverage.

Today I will cover some of the more interesting features of the Vega architecture and share

my thoughts on them.

Note that there has been scant information released by AMD on Vega, only basic high level

details and so a lot of this presentation will be my interpretation and speculation

of these new features.

Again, just to remind you, I could be very wrong so please do not use this presentation

as justification for any personal biases and as always, I encourage you to do your own

research for further clarity.

Let's start with a basic fact, a graphics chip has a lot of fixed function hardware,

often referred to as the front-end, back-end or fixed function blocks and when AMD calls

their current architecture GCN, semantics aside, it really only applies to the Compute

Units.

AMD refers to Vega's Compute Units as New Compute Units or NCU, but don't be fooled,

it is still very much GCN, only that it has gained some very useful features.

Where Vega is a revolution compared to previous GCN with major changes to warrant a new architecture

name, actually occurs within the front-end and back-end.

In the last video, I ended it on the most important change with Vega by suggesting it

has a form of Tile-Based Rasterization.

Now, a caveat here, GPUs already perform various Tiling optimizations already, so let me be

very clear, The Draw Stream Binning Rasterizer in Vega is not likely to be Tile-Based Rendering

as mobile GPUs do it due to incompatibilities with PC APIs.

The same also applies to NVIDIA's Tiling technique, so while a lot of folks equate Maxwell & Pascal's

rendering to real Tile-Based Rendering GPUs, without official info from NVIDIA we simply

do not know the extent to which it is implemented.

In general, Tiling optimizations all have an identical purpose: to improve performance

while saving bandwidth and power and it does this by breaking down the workload into very

small fragments.

The principle here is to work on smaller sets of data that can be read/write quicker or

better, fits within on-GPU cache rather than off-GPU VRAM.

When most people think of the graphics capabilities of a GPU, they tend to focus on the Stream

Processors or Cuda Cores, but graphics first occurs in the front-end before primitives

even take shape and only exists as code or draw calls.

The Geometry Processor or PolyMorph Engine fetches vertices & executes Vertex Shaders

to generate triangles for the next next stage, rasterization to generate Pixel information.

These Pixels are then processed with all manner of pixel shaders to to complete the entire

frame then it is sent to the back-end or ROPs for output to display.

This pipeline is known as Immediate Mode Rendering, because as each set of vertexes are transformed,

they then get rasterized to a pixel immediately and it's finished before the next primitives

gets rasterized.

In Tile-Based Rasterization, all of the geometry is processed as a first step, which then gets

culled & binned into separate smaller tiles.

Each tile is then rasterized to become pixels and proceeds to further stages.

As a tile is finished, the next tile proceeds and so on, once all the tiles are done, the

frame is presented to the display.

Now, there's two interesting question here, one, why do we need to process all the geometry

first before Tiling?

Without geometry data, we simply do not know the location of a primitive to even place

it in a tile.

The other question is why do we have to process a tile entirely before moving to the next?

It's all about the on-GPU cache, it's just not big enough.

This is obviously a more convoluted approach so why would it be advantageous at all?

During the pixel formation process, steps such as blending, depth testing and stencil

testing requires access to large pixel information datasets and it has to travel to and from

the VRAM.

The consequence of this is not only performance limitation due to bandwidth, but also increased

power usage due to increased Memory Controller activity.

If bandwidth is a limiting factor, the GPU's design must therefore go with a bigger bus

and higher clocked VRAM and both of this leads to higher power usage.

By processing small tiles instead of the full scene, the data can fit within on-GPU cache.

On GPU cache is both faster and an order of magnitude lower latency and lower power to

utilize.

If the GPU use less of the main VRAM and more of it's on-chip cache, performance is not

as limited by VRAM bandwidth and so to achieve a certain level of performance, a leaner chip

with a smaller bus will suffice.

Now, remember that Tiling techniques can be used for each step, rasterization, pixel shading

& render back-end processing.

In a true Tile-Based Rendering architecture, all of these steps happen in sequence, a tile

from the front-end goes all the way to completion before the next tile is rendered.

NVIDIA GPUs likely have a mix of traditional Immediate Mode & Tiling optimizations for

some steps.

With Vega, AMD is implementing an improved Tiling step for the Rasterizer, or during

pixel formation, an important step for today's high resolution gaming.

For all of the aforementioned advantages, why not implement more Tiling years ago?

There's a few disadvantages to Tiling, particularly the early front-end stages.

The first one is requiring a dedicated tiler and on-chip binning cache which adds to transistor

count and die size.

Here, one could argue the performance benefit will outweigh the added die cost, but if bandwidth

and power is not a limiting factor, why not just go with a simpler Immediate Mode Rendering?

We have to view this in the perspective of a decade ago as the foundations of current

architectures back then were still very lite on power usage, they haven't hit their peak

for power deliver and cooling capability.

The other important point is that back then, the average PC gaming resolution was much

lower and so bandwidth & power was not stressed like today.

Thus it was just easier to continue with Immediate Mode and raise the bandwidth & power limit

as required.

The second major disadvantage of Tiling occurs after the vertex shader step, the output of

geometry processing, per-vertex data and tiler intermediate state is a large dataset that

has to be sent to the VRAM.

This dataset is then read during pixel processing so there's an overhead in terms of VRAM capacity

and bandwidth that is paid during these steps.

These days, gaming resolution has increased along with an emphasis on post effects, the

burden on frame buffer bandwidth is much greater than the Tiling overhead, so this trade-off

makes sense.

The third downside of Tile-Based Rasterization is the immense load it places on the geometry

engines of a GPU because it requires the entire scene of vertices be processed first before

other rendering steps can proceed.

On mobiles and early PC graphics, a typical scene may only have a hundred thousand triangles

and so basic culling along with brute forcing geometry made Tiling possible.

These days, a million primitive per viewable location is on the low end, with modern games

often having tens of millions, even approaching a staggering 220 million as an example in

Deus Ex Mankind Divided.

As such, the pre-requisites for Rasterizer Tiling to be successful are very effective

hardware geometry setup and culling to rapidly handle hugely complex primitive counts.

This requirement was simply not met for current GCN iterations.

The reason is ofcourse due to GCN's focus on being a General Compute GPU and this is

reflected in GCN's weaker ability to process triangles relative to it's shader power.

As an example, most GCN GPUs has a fixed four Geometry Engines capable of processing 4 triangles

per clock.

With NVIDIA, ever since Fermi, geometry processing was scaled based on the Polymorph Engines

with one within each SM or Compute Units.

Typically, a mid-range chip may have 16 Polymorph Engines which processes a triangle every other

clock, so the effective rate is twice that of even AMD's biggest GCN GPUs, even higher

if clock speeds are factored.

But raw throughput itself is simply not enough, the Geometry Engine has to also be smart enough

to remove or cull invisible or degenerate primitives to reduce the workload.

This particular hardware function is one in which NVIDIA has long held a lead since Fermi

and it's again due to their scalable Polymorph Engines.

NVIDIA GPUs have always had a huge advantage in geometry processing benchmarks, both visible

and occluded triangles.

GCN meanwhile, does not cull many, and relies more on brute force which can be quickly lead

to bottlenecks when geometry complexity rises, as with heavy Tessellation usage.

The hardware design differences also manifests itself in lower resolution benchmarks, where

pixel shading becomes lightweight, but geometry load remains similar, as a portion of the

frame rendering time, geometry processing dominates over other tasks.

This factor is why low resolution benchmarks can be misleading, where reviewers assume

the lower AMD GPU performance is due to the mysterious driver overhead.

Inversely, AMD GPUs have tended to perform better relative at higher resolution and again

it's wrongly assumed to be bandwidth or fill rate advantages.

It's simply due to higher resolution shifting the frame's load to pixel shading, where GCN's

potent Stream Processor arrays with their higher performance flex their power.

Let's return to Vega and how the shift to Rasterizer Tiling will force it's front-end

to drastically boost geometry processing.

AMD claims that Vega's Geometry Engines has been improved to offer more than 2x the triangle

throughput.

When we look at the footnotes, it specifies Vega is capable of 11 triangles per clock,

or 2.6x the increase.

Why 11?

It's an odd number, either the Geometry Engines can process 1 or 2 triangles per clock, which

with four engines, results in 4 or 8 triangles per clock.

Unless ofcourse it's still the same 4 triangles per clock, but with a new Primitive Shader

which replaces the Vertex & Geometry Shader steps.

Vega can boost Triangle throughput by tapping into it's big Stream Processor arrays to process

and cull geometry much faster.

Importantly, AMD refers to their Primitive Shader as a Compute Shader.

As such it is not far fetched to suggest parallel dispatching via the Asynchronous Compute Engines.

This should in theory, offload the main Graphics Command Processor for other task while Primitive

Shaders are executing.

One of the concern is whether this new Primitive Shader will require specific game coding to

access, and there's evidence to suggest both yes and no.

Yes in that direct usage by developers could potentially yield the best performance gains,

but the no, even if it's not used, AMD can optimize it within their drivers on a per

application basis.

Being a flexible programmable Compute Shader gives AMD options to extract higher geometry

processing & culling from Vega's new front-end.

Even if we assume lower than expected gains, an increase in triangles per clock is a significant

gain along with improved primitive culling techniques from Polaris.

Regardless of whether Vega increases the rate of triangles per clock from 4 or up to 11,

it's also important to remember that it's per clock and so clock speeds matter.

For Vega, AMD is very vague during their teaser, saying the NCU is optimized for higher clock

speeds and higher IPC.

Let's cover the clock speed first.

Unlike Polaris where I had to guess it's clock speed mostly based on GloFo's claims about

it's 14nm FinFet node, and I had guessed it would be 1.5Ghz, which was wrong as when Polaris

launched last year at around 1.25Ghz.

Since the recent Polaris refresh with the RX 580s with many models at 1.4Ghz and above,

its clear that initial claims from GloFo about their node was off the mark, and they needed

time to fine-tune the process to hit their performance claims.

With Vega, we have more concrete info on the clock speeds directly from AMD.

The Vega powered Radeon Instinct MI25's specs list 25 TFlops of FP16 performance, which

equates to 12.5 TFlops FP32.

With the engineering sample Vega from various leaks and device ID specifications in Linux

drivers, we know it has 4,096 Stream Processors.

As it's a HPC card, to operate at the rated TFlops, that would have to be from it's base

clocks.

Therefore, MI25 would have a base clock of ~ 1,525mhz to achieve it's rated compute performance.

How high would the boost clocks be?

We simply do not know but it is obviously configurable based on the card's TDP limits.

What we do know is that historically, AMD's professional GPUs were down-clocked compared

to the consumer variant.

There's evidence to suggest MI25 has a rated TDP of 225W for better HPC compatibility,

which is still low enough for the consumer Vega to have higher clocks.

My guess is that the high-powered consumer Vega would have around 1.6Ghz base clocks,

with variable boost clocks from there onwards towards a peak of around 1.8Ghz.

Some of you would think that's too high given what you know about GCN and I say to you,

ditch what you know since it does not apply.

GCN since it's debut, the core design has not changed much, there has been no emphasis

on redesigning to operate at higher frequencies.

As an example, the first GCN, Tahiti, had a peak clock of around 1.2Ghz when overclocked.

Later GCN iterations such as Hawaii, Tonga and Fiji have this same peak.

Polaris is clocked higher purely due to the benefits of 14nm FF when compared to the previous

GCN on 28nm.

Vega's being designed for higher clocks tells me one thing: Vega has a longer pipeline.

The trade-off here would be in latency, as well as more register & cache usage, but this

is mostly offset by the higher performance.

As for the increased IPC, don't count on anywhere near 2x increase.

AMD is referring to specific use cases such as Rapid Packed Maths to accelerate certain

operations.

The next Vega feature is the new Hardware Scheduler, now with a cooler name, the Intelligent

Workgroup Distributor.

Almost every single reviewer glossed over it with the same "load balancing to better

utilize resources" non-statement.

My guess, two potential improvements, the first is the simplest & it relates to scaling

performance.

As you may know, GCN was originally designed with the capability to scale up to a max of

4 Shader Engines.

A Shader Engine is similar to NVIDIA's Graphics Processing Clusters, a group of fixed function

units along with Compute Units and the arrays of Stream Processors.

Tahiti & Tonga GCN has 4 Shader Engines each with 512 Stream Processors.

Hawaii, a very capable chip, also has 4 Shader Engines each with 704 Stream Processors.

These GPUs were considered balance, performance scaled relative to their Stream Processors

so there's no work distribution bottlenecks.

Fiji however, also has 4 Shader Engines but each has 1,024 Stream Processors, and unsurprisingly

it resulted in under utilization, certainly in DX11 where the ACEs cannot participate

to distribute work.

Vega has the same Stream Processor count and if it's distributed over 4 Shader Engines,

the depth would make for the old scheduler being bottlenecked again.

As such, an improved scheduler is required to fully tap all the Stream Processors to

allow Vega to scale in performance properly.

The other point relates to something very few people talk about, that GCN was designed

from the start to break up the scene space into quadrants to match it's 4 Geometry Engines.

Yes, GCN actually already use a form of synchronized Screen Tiling for Rasterization.

This however, is not to the same extent as Vega, as the current approach is not about

saving bandwidth or power, as the Tile partitions too big, it is more about work distribution

to the 4 separate Shader Engines.

There's a potential flaw in this approach however, because not all quadrants of a scene

is equal in geometry complexity.

With static partitioning, the 4 Rasterizers in GCN may end up with very uneven workloads

and so one may finish ahead of the others which causes idled or bottlenecked Rasterizers.

A simplified example, imagine your typical first person shooter, during intense firefights,

huge explosions go off on one side of the screen, your frame rate drops due to all the

new transparent smoke particles & effects.

When you analyze the scene, the increase in primitive & pixel complexity is there, but

it's not overwhelming or should not be given the capabilities of your powerful GPU.

But, divide that power by 4, and suddenly there is more potential for these bottlenecks

to occur.

What's happening is that some of the Rasterizers are idling, while the one that's processing

those explosion is now slowing down due to the increased quadrant complexity.

With more coherency between the Shader Engines, the Intelligent Workgroup Distributor is able

to spread the load more evenly to prevent individual Geometry Engines bottlenecking.

The other big feature that AMD claims is revolutionary for Vega is the new High Bandwidth Cache Controller

or HBCC.

What's new with the HBCC?

Firstly, Vega is capable of addressing up to 512 TB of virtual address space.

This in of itself is not a novel development because NVIDIA's Pascal GP100 is also capable

of this feat.

However, it's interesting to note that this feature is absent in lower tier Pascal and

so this could be an advantage for AMD in some HPC markets.

The HBCC is also designed so that the HBM2 memory is capable of acting like a true cache,

and assets can be streamed in, fine-grained, from various external sources including RAM,

Non-Volatile Memory and even Network Storage.

G

P100 is capable of unified memory operation & can access other GPU's VRAM as well as system

RAM, but I do not know whether it's able to access data directly from other sources like

Vega can as it's not something NVIDIA talks about.

With AMD's past GPGPU efforts, they offered similar or better raw compute performance

for less money to these markets, but it has not led to major market penetration.

The reason as I've mentioned, is due to the entrenched nature of CUDA, companies and institutions

are not willing to switch just for similar or a little better performance.

The cost of GPU accelerators aren't a big issue in these markets.

It's all about software and being able to do something special that your competitor

cannot.

Realistic real-time renders of high resolution scenes use hundreds of GBs of assets, and

this is why they are restricted to CPU clusters with large system RAM capacity.

It's also a slideshow.

Vega in my opinion, will dominate this kind of large dataset acceleration.

In fact, it's something the HPC market has often demanded, for GPU accelerators to remove

the shackle of it's limited VRAM capacity as they are simply too small for the world

of big data.

An interesting thing to watch out for is how Vega relates to AMD's Zen architecture, as

Zen focuses on efficiency and it lacks performance on more intensive AVX instructions which some

HPC markets require.

These instructions also happen to run very well on GPUs but their use is often restricted

to CPU clusters, again, due to limitations in software as well as GPU VRAM capacity.

It's going to take effort from AMD's part, but I think they will have an excellent synergy

with Zen Naples and Vega Instinct, which could penetrate into this HPC niche.

Moving on, the HBCC enables Vega's HBM2 to be more effective in terms of capacity, with

AMD quoting 2x uplift so 4GB HBM2 capacity equals 8GB of GDDR5 for game assets.

The reason this claim isn't just PR smoke and that it can work as describe is due to

a special characteristic of HBM2 itself.

It's not about bandwidth or access latency, as potentially GDDR5X and certainly 6X will

match HBM2 twin-stacks on these metrics.

In order to do what AMD claims, fine-grained data streaming into memory as the GPU is processing

data on it, constant read and write activations of the banks on the memory is required.

Think of the banks in your memory chips as individual storage cells which has to be activated

to read or write.

Activation and access of that data is relatively similar in terms of latency for GDDR5 vs HBM2,

but with GDDR5, once the banks have been activated, they enter a wait stage or cool-down timer

before they can be re-activated.

This wait period, called time Four Bank Activation Window or tFAW, can be as long or longer than

the time it takes for data to be read or written.

This is not an issue for the current VRAM use, most game assets into the VRAM, then

the GPU reads it as needed, there is very little consecutive read/write to the same

banks.

When VRAM is designed to be used like a cache, it needs to handle rapid read/write cycles

into the same banks as data that's no longer required has to be evicted, replaced with

new data streaming in.

Delays due to wait states would like result in a drop in performance or frame stutter.

This feature isn't new though, Fiji also has this capability, with driver tuning Fury X

with only 4GB of HBM1 is able to cope with games at 4K resolution that needs 6 or 8GB

of assets.

Remember the Radeon Pro SSG, Fiji with an M2-SSD onboard to handle large datasets?

The improvement in Vega's ability I think, is down to as AMD said, fine-grained data

movement.

Fiji could use it's HBM as a cache, but I suspect it evicts and streams in larger chunks,

which is fine for games or 8K video encoding, but it may suffer in some scientific workloads.

This feature, while AMD sold it for games, is very much a HPC functionality.

For gaming, I suspect it would be a tough sell for a 4GB Vega even if AMD talks up it's

cache ability.

There is a advantage that HBM2 offers for gamers and that's down to power and die-space

savings.

HBM2 moves a portion of the memory controller to the first cell in each stack so the on-GPU

part can be smaller, freeing up space for other features to enhance performance.

Power wise, my guess is that 8GB of HBM2 saves around 20W, it's not much, but that's around

10% more performance per watt when it comes to a high-end GPU.

A big change that I am excited about with Vega is Rapid Packed Math or two FP16 operations

per cycle, and while most have focused on it's advantages for HPC, in particular AI

deep training, I'm excited for it's potential in gaming.

Games currently use the standard FP32 format for all of it's shaders, but there are many

effects which do not need this level of accuracy and will work fine with FP16.

Now, the game is not suddenly going to run 2x faster, but the specific effects which

often incurs large performance penalties can indeed run twice as fast.

You may think, it's not going to be a big deal because most GPUs on the PC will be crippled

with FP16 shaders.

You would be partially right.

All of NVIDIA's consumer GPUs emulate FP16, often at very slow rates so if game developers

use FP16 shaders, they would have to also include a fallback to regular FP32 shaders

for these GPUs.

AMD's recent GCN GPUs can handle FP16 at full speed so there's more flexibility there, but

the dominant marketshare belongs with NVIDIA, as such, FP16 adoption would be minimal, in

theory.

In practice, in the next few years, what we will see is a big push from game studios towards

FP16 shaders.

The consoles have around 4 and 6 Teraflop GPUs, but gamers demand fluid 4K gaming, and

so developers must come up with better optimizations to extract more performance out of the hardware.

By switching to FP16 shaders, suddenly the PS4 Pro is has over 8 Teraflops.

This is definitely the path towards 4K @ 60 FPS on high settings for these consoles.

Ofcourse, you could argue as I have, that NVIDIA can sponsor the PC port and remove

FP16 shaders.

It's not only possible, it makes the most tactical sense for NVIDIA to slow down FP16

adoption on PC gaming as it only benefits AMD.

But here's where AMD can fight back, game studios want more performance out of the consoles

and AMD engineers can be vital in the shift to FP16 within their game engines.

AMD just needs to reach out, promote and help game studios to achieve this and they will

reciprocate and include FP16 along with FP32 shaders when they release their games on the

PC.

Do you think it was a coincidence that Polaris was modified for fast FP16 performance for

the consoles?

It's no coincidence and AMD stands to gain from this, but they need to push quickly,

seeding their engineers and form partnership with major game studios to take advantage

of the potentially huge performance gains.

Think of it like untapped power reserves within Vega, and if FineWine is used to describe

GCN longevity or future proofing, Vega takes this to the next level as it becomes a 25+

Teraflops gaming monster.

However, a counter point to this, in the longer term, what's stopping NVIDIA's consumer Volta

from offering 2x FP16 performance?

Money.

NVIDIA loves to segment their GPUs for consumer vs HPC by neutering these unique capabilities,

whether it's FP64 or FP16 performance.

NVIDIA is unlikely to offer twice the FP16 performance on consumer GPUs because it has

the potential to cannibalize their Tesla sales.

As such, I think gaming FP16 is potentially AMD's advantage for the next few years.

At least until the next NVIDIA architecture beyond Volta.

The last major change in Vega, is the shift to coherent Pixel & Texture memory where the

Render back-ends become a client of the large L2 cache.

In game engines that use render to texture or deferred shading, this is a performance

and power efficiency gain.

Most modern game engines are actually deferred so this change is much needed, for gaming

and in particular for VR performance.

The real interesting stuff about this change is in a slide which AMD didn't talk much about.

Look at that Infinity Fabric linking Vega, directly from it's L2 cache to external CPU

& PCIe.

This has major implications for HPC and HSA performance, though that's not the scope of

this video and it's gone on long enough.

In summary, Vega should be a leap forward in GCN efficiency, both in terms of performance

per mm2 and performance per watt.

Vega will clock higher, have better geometry & pixel culling & throughput, higher Streaming

Processor utilization and it also focuses on HPC performance.

We know that Vega is approximately 10 to 15% larger than Pascal GP102 which powers the

1080Ti and Titan Xp.

With all of it's architecture improvements, Vega has a very good chance to take the lead,

but ultimately, it's going to come down to whether AMD's driver team able to tap into

this new architecture on launch.

Because it is a major change, performance is even more reliant on optimized drivers,

so let's hope for the best for competition sake, but since it's AMD, expect an average

launch with future drivers to lift Vega's performance.

Finally, price-wise, there's a few things which make me think Vega is not going to be

priced at ridiculous levels, in particular it's limited to only 2-stacks of HBM2 and

the talk from AMD on cost pressures & their desire to regain market-share.

For gamers, Vega can only disrupt the GPU market & regain market-share if it offers

exceptional bang for buck, very much like Ryzen trading blows with Intel's 6900K at

half the price.

So, feel free to get Hyped!

But, also wish AMD's driver team well, because as great as hardware is, without good software

it can be a dud.

These videos take me much longer to make than I expected so apologies for the abrupt ending

last time.

Hopefully is has been insightful for you, thank you for watching and see you next time.

For more infomation >> Vega: Of Primitives & Pixels. A Look at the GCN Revolution. - Duration: 26:55.

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Farming Simulator 17 KENWORTH FORESTRY PACK - Duration: 4:19.

HI GUYS !!!! Welcome to Farming Simulator 17 Mods Channel in this video I will make a short review of KENWORTH FORESTRY MOD PACK.

This Mod Pack includes KENWORTH T800H Truck KENWORTH T800B Truck And A 4 Axle Trailer

KENWORTH T800H Truck KENWORTH T800B Truck Have both 3 Engine Setup Colorable Body And Design (Front Fenders) 62Km/h Max Speed

Arctic Quad Logs Trailer

X KEY FOLD THE TRUCK

You can enter to Arctic Quad Logs Trailer X KEY FOLD THE TRAILER Z KEY TONGUE UP/DOWN YOU CAN ALSO MOVE THE TRAILER FORWARD AND BACKWARD

If you enjoy watching my videos... Give thumb up SUBSCRIBE FOR MORE And for any question ( or just for say HI!!) LET comment I will be happy to answer you...... bb

For more infomation >> Farming Simulator 17 KENWORTH FORESTRY PACK - Duration: 4:19.

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مقابلة مع كابريس كولمان يتحدث عن معاملة المسلمين ويوجه رسالة لصدى المصارعة - #QPW_SuperSlam - Duration: 1:06.

For more infomation >> مقابلة مع كابريس كولمان يتحدث عن معاملة المسلمين ويوجه رسالة لصدى المصارعة - #QPW_SuperSlam - Duration: 1:06.

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Rute - Capítulo 3 - Duration: 5:31.

For more infomation >> Rute - Capítulo 3 - Duration: 5:31.

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De'Longhi Pinguino 4in1 13,000 BTU Portable AC - Duration: 18:28.

For more infomation >> De'Longhi Pinguino 4in1 13,000 BTU Portable AC - Duration: 18:28.

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Minecraft Build Challange - Epizoda 1 [TEAMSTONES] - Duration: 9:35.

For more infomation >> Minecraft Build Challange - Epizoda 1 [TEAMSTONES] - Duration: 9:35.

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The Mirrors OF Trancers GTA:SAMP [Vhorsky] - Duration: 3:32.

For more infomation >> The Mirrors OF Trancers GTA:SAMP [Vhorsky] - Duration: 3:32.

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Let's Play Fallout 4 - Edna! :D (Roleplay) - Part 14 - Duration: 44:40.

Let's Play Fallout 4 - Edna! :D - Roleplay

For more infomation >> Let's Play Fallout 4 - Edna! :D (Roleplay) - Part 14 - Duration: 44:40.

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FREE Crazy Dope Rap beat Trap Instrumental Hip Hop Hard Deep 808 Trap beat 2017 - Duration: 2:53.

For more infomation >> FREE Crazy Dope Rap beat Trap Instrumental Hip Hop Hard Deep 808 Trap beat 2017 - Duration: 2:53.

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Rute - Capítulo 1 - Duration: 5:52.

For more infomation >> Rute - Capítulo 1 - Duration: 5:52.

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Essence of Murli 01-05-2017 - Duration: 9:19.

Om Shanti !

Today's Murli Date Is 1st May 2017

( We all know, we are souls and children of Supreme Father Supreme Soul. Such a father is making us into dieties from humans hence we are thankful to him... )

Essence: Sweet children, the Father has come to change human beings into deities.

Therefore, give thanks to Him from your heart.

Continue to follow shrimat and have true love for just the One.

Question: What are the signs of children who love the Father?

Answer: Those who truly love the Father remember Him alone and only follow His directions.

They never cause sorrow for anyone through their thoughts, words or deeds.

They never have animosity towards anyone. They give their true accounts to the Father.

They protect themselves from bad company. ( they know, Else - Baba's name would get spoilt )

Song: Have patience o mind! Your days of happiness are about to come.

Essence for dharna: 1. While seeing the part of every actor, don't have animosity towards anyone. Don't cause anyone sorrow through your thoughts, words or deeds.

2. Give your full account to the Father.

Have a totally loving intellect at the time of destruction.

Let your activity be elevated according to shrimat. Remain cautious of bad company.

Blessing: May you be a supremely worthy-of-worship soul who inculcates purity into your thoughts, words, deeds, relationships and connections.

Purity is not just celibacy,

for there can be no negative thoughts for anyone in your mind; no such words can emerge from your mouth.

Your relationships and connections have to be good with everyone.

When there isn't the slightest impurity you can then be said to be a supremely worthy of worship soul.

So, check your foundation of purity.

Let there always be the awareness: I am a supremely worthy of worship soul who lives in the temple of this body.

No waste thoughts can enter this temple.

Slogan: In order to see and know your future clearly, remain stable in the stage of perfection.

To the sweetest, beloved, long-lost and now-found children, love, remembrance and good morning from the Mother, the Father, BapDada.

The spiritual Father says namaste to the spiritual children.

We spiritual children convey to spiritual Baapdada, our love our remembrance, our good morning & our namaste namaste

Om Shanti !

For more infomation >> Essence of Murli 01-05-2017 - Duration: 9:19.

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Complete BACK And TRICEPS Workout Routine For Explosive Growth - PART 4 - Duration: 9:35.

Hello again! We'll begin with the fourth section of my training for back and triceps.

We'll be doing "dips" and we'll stretch some rubber bands.

I will add some more weight when doing dips with this invention of mine.

Keep in mind to put on your shirt so you don't get scratches from the vest.

Let me just show for the record, 80,2 kg (176 lbs).

I'll put on this belt…

give it some love…

now comes this 8 kg (18 lbs) kettlebell and a 10 kg (22 lbs) vest.

Let's see if I gained any weight ;)

99,3 kg (219 lbs) Look at this, only one training and I gained nearly 20 kg (44 lbs) of muscles ;).

I'll start the timer and we can begin…

These 15 sec are set in order to properly prepare for the exercise.

We'll begin with doing "dips". I have to squeeze the kettlebell with my legs so it doesn't move around…

Like that!

And now we stretch these rubber bands. (put one foot in front of the other for stability)

Ok!

Same as with the other sets, 1m 10 sec of rest. I'll repeat once more in case someone decided to watch only this video…

the timer is set to four rounds of 2 minutes each,

during those 2 minutes we do both of the exercises in a superset and the remaining time is used to rest.

When doing hypertrophy, it's usually recommended to take about 90 to 120 sec of rest between supersets.

But, you know I like to train with high intensity

and mustn't put on too much muscles or weight of any kind because of my wrestling competitions,

so I take a bit shorter breaks between sets.

Feel free to set the timer to 2,5 minute or 3 minute rounds if you feel like it in order to gain more muscle mass.

We begin in 9 seconds…

I've added about 19 kg (42 lbs) of extra weight…

it's not easy at all!

Put your other foot in front now.

There, the second superset is done.

By the way, if you're somewhere near my city, feel free to join us on our trainings.

There's lots of guys and girls, in separate groups.

We are doing group trainings, the crew is great, the company, the fun and jokes…

but of course there's no joking during the main part of the training, there must be discipline, workout must be serious.

Another 35 seconds…

Allow me to advertise a bit… the wrestling club I'm part of…

Wrestling team "Sesvetski Kraljevec"

Let's do the 3rd superset…

12, enough, can't do any more…

Put your left foot in front again.

Excellent, I can feel the tightness in my shoulder blades.

One minute of rest and the last superset begins.

After that comes the last section of my training for back and triceps.

Last section consists of neck exercises.

Try it out, it might seem easy at first but it surely won't be if you do it exactly the way I do!

Another 30 sec of rest…

20 more…

My triceps burn already…

If only the break lasted longer…

Enough…

My triceps are worn out, I've hit the chest muscles with those last few dips.

And now the right foot in front again…

This was hard…

I'll take off all of this

and prepare for the last section!

Let me remind you once more to hit the like button and if you liked these videos,

you can subscribe to my channel right here so you don't miss any of the future videos.

I'll be uploading at least 2 per week… See you later!

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