AMD RDNA 1 & 2 GPU Driver Support Moved To “Maintenance” Mode, Game Optimizations & New Tech For RDNA 3, 4 & Beyond

This isn't a backtrack?

No, the RDNA 2 GPUs remain on a maintenance branch, as originally planned. They simply rephrased the same text due to the scale this issue reached.
Even Steve from Gamer Nexus noticed this. He even said that, judging by the language used, the text was written by a lawyer.
 
"Market needs" sounds like "let's optimize for some new Call of Duty that comes out."

AMD confirms RDNA1/2 will get game optimizations alongside RDNA3/4, Call of Duty Black Ops 7 included

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No. Nvidia only maintains security updates for those GPUs. The cutoff point for optimized drivers is for the RTX 2000 series.
AMD still provides security updates for GPUs prior to RDNA2. The problem is that there are no optimized drivers for RDNA1 and 2, from now on.
So what's the difference between "only maintains security updates" and "there are no optimized drivers for RDNA1 and 2, from now on"?

The cutoff point for optimized drivers is for the RTX 2000 series.
Not yet. Yesterday's Nvidia GRD release was still from R580 branch with Maxwell and Pascal support. This should be the last one though.
Press has been running way ahead of the moment on this one.
 
AMD's Radeon Preview driver from https://www.amd.com/en/resources/su...-notes/RN-RAD-MS-AGILITY-SDK-25-10-07-01.html

AMD Radeon™ RX 7000 and 9000 series graphics products will support:
  • Advanced Shader Delivery
    • Target AMD's plugin DLL directly using --plugin <Your_Path>\amdxc64.dll
  • Application-Specific Driver States (PIX)
  • Fence Barriers
    • Limitation: "MaybeReorderThreads" does not move threads
  • Tightening Placed Resource Alignment
  • Tiled Resource Tier 4
AMD Radeon™ RX 9000 series graphics products will support:
  • Cooperative Vectors 1.0

RDNA 1 and RDNA 2 are missing hardware features.

NVIDIA Turing and Ampere don't have Shader Execution Reordering i.e. it's NOP(no operation).
This is a word play on part of AMD.
"Limitation: "MaybeReorderThreads" does not move threads" means that the feature isn't actually working despite driver declaring support.
It is exactly the same as on Turing and Ampere where NVAPI also declares support which isn't doing anything - the code just runs without any reordering.
SER will likely be supported from RDNA5 onward on AMD's h/w.
 
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This is a word play on part of AMD.
"Limitation: "MaybeReorderThreads" does not move threads" means that the feature isn't actually working despite driver declaring support.
It is exactly the same as on Turing and Ampere where NVAPI also declares support which isn't doing anything - the code just runs without any reordering.
SER will likely be supported from RDNA5 onward on AMD's h/w.
RDNA4 owner here , is this thing a big deal?
 
This is a word play on part of AMD.
"Limitation: "MaybeReorderThreads" does not move threads" means that the feature isn't actually working despite driver declaring support.
It is exactly the same as on Turing and Ampere where NVAPI also declares support which isn't doing anything - the code just runs without any reordering.
SER will likely be supported from RDNA5 onward on AMD's h/w.

Shader Execution Reordering (SER) introduces a new HLSL built-in intrinsic, MaybeReorderThread, that enables application-controlled reordering of work across the GPU for improved execution and data coherence. Additionally, the introduction of HitObject allows separation of traversal, anyhit shading and intersection testing from closesthit and miss shading.

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Shader Execution Reordering has two functions i.e. MaybeReorderThread, and HitObject
Even on devices that don't do reordering, the HitObject portion of SER can be useful.
For instance, suppose an app wants to trace a ray, potentially including AnyHit shader invocations, and just wants the final T value without running the ClosestHit shader (even if it happens to exist in the HitGroup).
The app can call TraceRay returning a HitObject, call HitObject::GetRayTCurrent on the HitObject to get the T value and be done. Not calling HitObject::Invoke, skips ClosestHit/Miss invocation, and this works on any device with Shader Model 6.9 support.

Try again.
 
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RDNA4 owner here , is this thing a big deal?
Atm, RDNA 3 and RDNA 4 unified preview driver support half of SER.

It's NOP on Ampere and Turing.

With the ADA generation, Nvidia already used SER extensions with NVAPI in Cyberpunk 2077's path tracing. RDNA 3 / 4 is brute-forcing Cyberpunk's path tracing without NVAPI extensions.

In theory, RDNA 4 supports hardware out-of-order shader execution. This requires the driver code base's segment to be separated from RDNA 3.
 
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