Few days in the past, an AMD engineer leaked the supply code of FSR 4 designed for RDNA2 {hardware} supporting INT8 operations, corresponding to Xbox consoles. Presently, video games on consoles use FSR3 executed in FP16 mode, however INT8 operations are twice as quick. So in the identical time, you may course of code that's 2x extra advanced, which in upscaling results in higher picture high quality. On single 32-bit compute models you may course of:
single FLOAT 32-bit operations (FP32) double FLOAT 16-bit operations (FP16) 4 Integer 8-bit operations (INT8) eight Integer 4-bit operations (INT4)
Digital Foundry examined this INT8 resolution and examine it to FP8 model launched for RDNA4. For many who are usually not software program engineers a dictionary:
INT8: an 8-bit integer operation on numbers like 1, 2, 4 and so on. For those who divide 5/3 on this mode you’ll have outcome 2. This isn't good, nevertheless it's adequate as a result of we're working with a flat 2D pixel buffer, not a 3D house the place float precision is important FP8: an 8-bit floating operations on quantity like 1.0 2.0 4.0 and so on. For those who divide 5/3 on this mode you’ll have outcome 1.6666667. Velocity will probably be precisely the identical like in INT8 however {hardware} compatibility is proscribed to RDNA 4 FP16: an 16-bit floating operations on quantity like 1.0 2.0 4.0 and so on. For those who divide 5/3 on this mode you’ll have outcome 1.66666666666667. However code is 2x slower than INT8 or FP8
{Hardware} compatibility appears to be like like this:
RDNA 1 on PC – FP32, FP16 RDNA 2, 3 on PC – FP32, FP16, INT8, INT4 RDNA 4 on PC – FP32, FP16, FP8, INT8, INT4, PS5 – FP32, FP16 Xbox consoles – FP32, FP16, INT8, INT4 Steam deck – FP32, FP16, INT8, INT4 PS5 Professional – FP32, FP16, INT8, INT4
As you may see each Xbox Sequence consoles assist INT8. This mode can also be supported on PS5 Professional however it’s not supported by PS5 which is proscribed to older FP16
submitted by /u/Majestic-Bowler-1701 [comments]
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