Gaming PC

AMD Addresses Controversy: RDNA 3 Shader Pre-Fetching Works Fine

(Image credit: AMD)

According to a statement issued by AMD, reports that shader prefetching is broken on AMD’s RDNA 3 GPUs are inaccurate. tom’s hardware:

“As with previous hardware generations, shader prefetching is supported in RDNA 3. [gitlab link (opens in new tab)]The code in question controls an experimental feature that is not planned for inclusion in these products and will not be enabled in this generation of the product. It is a common industry practice to include experimental features that allow for research and refinement for deployment in future product generations. — AMD Spokesperson tom’s hardware.

AMD’s statement comes after media reports that the recently launched Navi31 silicon on its RDNA 3 graphics card has “non-functioning shader prefetch hardware”. The source of speculation is @Kepler_L2quoted code from the Mesa3D driver that seems to indicate that shader prefetching does not work on some GPUs with A0 revisions of silicon (CHIP_GFZ1100, CHIP_GFX1102, and CHIP_GFX110).

However, according to AMD’s statement, the code cited by Kepler_L2 is currently disabled as it relates to experimental features not intended for the final RDNA 3 product. AMD says that including experimental features in new silicon is a fairly common practice and accurate. This approach is often used in other types of processors such as CPUs.

For example, AMD shipped every generation of Ryzen products with the necessary TSVs to enable 3D V-Cache, but didn’t use the feature until 3rd Gen Ryzen. Similarly, Intel often adds features that may not make it into the final product, with DLVR features being a recent example.

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