bit_user :
bigpinkdragon286 :
Tessellation only exists as a problem because NVIDIA made it a point to overuse the feature to exacerbate an advantage their cards have in that regard. If game designers had seen the need to use such gross amounts of tessellation otherwise, AMD would likely have put in more than enough to deal with it competently at the levels the market was pushing.
I'm not convinced. If you look at what happens to geometry sizes without tessellation, it becomes untenable to deliver the current level of detail. Tessellation also works well with LOD control and adapting to lower-performance hardware. IMO, it's the key reasons why PCIe speeds stopped becoming a major bottleneck for GPUs.
I'm not sure we are disagreeing about anything here. I'm not saying tessellation is a problem. I think tessellation is a great technology, and I agree that it went a long way in sorting out the bandwidth problem that occurs when the CPU has too much mesh data to send to the GPU. I wished the technology was put to use more back in 2001 - 2002 when manufacturers first implemented hardware support for it. Unfortunately we had to wait for the primary Windows gaming API to incorporate it before it became something that most game devs wanted to spend time on.
What I was trying to say is that tessellation becomes a problem when it is abused. There is certainly a point that can be made about diminishing returns from tessellation. I've read there is little to be gained as far as visuals are concerned, moving beyond about 8x, but I'm sure the precise level can be argued, and under which circumstances, especially when it's been reported that graphic anomalies appear when tessellation levels are set too low for certain GW titles.
My point about ATI having tessellation in 2001 is that they have had plenty of time to work out how to do it correctly. Tessellation works perfectly fine on AMD hardware at this point, and pretty much always has. The overwhelming cost to performance comes when software pushes the tessellation factor beyond what the underlying hardware was designed to work with. This is why AMD has the feature in their drivers to clamp tessellation to 16x, but you hardly sound like you need any of that explained.
bit_user :
That's going so far back into history as to be completely irrelevant. But I'll do you one better: the NV1 had quadric patches back in 1995 - 6 month before ATI even launched the 3D Rage.
I would say, a feature that is still in use today is a teeny tiny bit more relevant than say, a feature which was never used outside of it's own proprietary ecosystem, and hasn't been in silicon for many many years.
bit_user :
Anyway, I'm not going to debate the point, but I've read all of their architecture whitepapers (not just Anandtech's articles) and it's not with idle speculation that I say GCN has utilization problems. Spiritually, it shares certain similarities with Bulldozer, except the other way around (multiple vector floating-point units coupled to a single decoder, branch, integer, and scalar unit).
Oh, c'mon now, I'm not about to argue that GCN is a perfect architecture, but it certainly has life left in it, and is a great general purpose architecture. The consumer Vega cards are hashing plenty of currencies faster than the consumer NVIDIA cards.
I have no problems admitting that something is definitely wrong when AMD can throw an overwhelming amount more shaders at the problem of rendering graphics for games, and not even see what amounts to a proportional gain in performance, despite the gain in power consumption. If AMD would ever hit on the magic formula, GCN could end up a near perfect architecture. Until then, while I think it's aging fine, and you disagree, it's what AMD has, and what they're working with. It's current iteration is quite efficient too, when not pushed to clocks beyond where it scales well. If AMD can get lower clocked versions, but combine multiples of the them in one package, something similar to what they have done with EPYC, they may be a lot closer to the right combination. Power consumption could be kept in check a lot better on lower clocked chips. They would still have to figure out how to keep such a wide GPU fed, however.
Even if AMD changed to a new architecture, they still have to hit the right formula for resources, and still need to keep the thing fed. I'm not sure that forcing them to redesign the basic building blocks of their GPU from scratch is going to help them in that regard.