AMD is pushing for better shading in gaming with a new GPU chiplet patent


AMD He recently published a patent for load distribution from display to multiple GPU chips. The game scene is divided into individual blocks and spread out on wooden boards to improve the use of shading in games. A two-tier foil container is used for this.

AMD issued a patent for the implementation of GPU chiplets to make better use of shader technology

A new patent published by AMD provides further insights into the company’s plans for next-generation GPU and CPU technology in the coming years. It was announced at the end of June that 54 patent applications had been submitted for publication. It is unknown at this time what he will do after leaving the post. The applications discussed in the patent illustrate the company’s approach in the following years.

Community members noticed an app on the @ ETI1120 website ComputerbasePatent number US20220207827, Discusses critical image data in two stages to efficiently root large amounts of displays from the GPU across many chips. This CPU was first filed with the U.S. Patent Office late last year.

When image data is rastered to the GPU by default, the shader unit, also known as ALU, performs similar functions and assigns a color name to individual pixels. In contrast, textured polygons found in selected pixels in a given game scene are mapped directly to the pixels. After all, the formulated task adheres to atypical principles and differs only in other textures located in different pixels. This method is called SIMD or single instruction – multiple data.

For most current games, Shadows is not the only job GPU has created. Instead, many post-processing elements are added after initial shading. The GPU will add anti-aliasing, vignetting and prevent blocking in the gaming environment. However, ray tracing occurs simultaneously with shading, creating a new calculation method.

When we talk about GPUs that run graphics in today’s games, the load generated by computers increases rapidly in thousands of computer units.

For games on the GPU, this computing load is typically several thousand compute units. This differs from processors in that applications need to be written specifically to add more cores. The CPU scheduler creates this action and divides the work from the GPU into more understandable tasks that are processed by the processing unit, also known as binning. The image of the game is presented and then divided into individual blocks with a certain number of pixels. The block is calculated by a graphics processor subunit where it is synchronized and created. After this process, the counted pixels are grouped into a block until the graphics card subunit is finally used. Computing power, memory bandwidth and cache size are considered for shading.

Source: AMD through computerbase

The AMD patent states that partitions and binding require extensive and complete data connection between all components of the GPU, which creates a problem. Datalinks that are not included in the template have high delays, slowing down the process.

CPUs have made this transition to chiplets effortlessly because they can send work across multiple cores, making them very suitable for chiplets. GPUs don’t offer the same flexibility, making them comparable to a dual-core preprocessor.

Source: AMD through computerbase

AMD acknowledges the need and tries to answer this problem by changing the rasterization pipeline and sending work across multiple GPUs, such as the CPU. This requires the advanced bing technology provided by the bing bing company, also known as bing bing.

In super assembly, the partition is processed in two separate stages instead of being processed directly into pixel-by-pixel blocks. The first step is to calculate the equation, take a 3D environment and create a 2D image from the original. This phase is called vertex shader and it is done before rasterization and the process is very short on the first chip of the GPU. Once the game scene is complete, it begins to fade and turns into a jagged box and is processed on a single GPU chip. After that, routine tasks like punching and post-processing can begin.

It is unknown at this time what he will do after leaving the post. However, it does give us a glimpse into the future of more efficient GPU processing.

News sources: ComputerbaseAnd Free patents online

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