"New features from AMD roadmap - the ability to run two FP16 operations concurrently instead of one FP32, plus the integration of a work scheduler for increased efficiency"
Molto interessante,mi ricorda qualcosa di simile utilizzato da Naughty Dog e Insomniac per gestire Ps3.
Qualcuno su neogaf che aveva preconizzato tale possibilità ha anche affermato che la cosa potrebbe virtualmente trasformare,per alcuni calcoli, i 4.2 teraflops disponibili in 8...
"Finally, there's better support of variables such as half-floats. To date, with the AMD architectures, a half-float would take the same internal space as a full 32-bit float. There hasn't been much advantage to using them. With Polaris though, it's possible to place two half-floats side by side in a register, which means if you're willing to mark which variables in a shader program are fine with 16-bits of storage, you can use twice as many. Annotate your shader program, say which variables are 16-bit, then you'll use fewer vector registers."
"One of the features appearing for the first time is the handling of 16-bit variables - it's possible to perform two 16-bit operations at a time instead of one 32-bit operation," he says, confirming what we learned during our visit to VooFoo Studios to check out Mantis Burn Racing. "In other words, at full floats, we have 4.2 teraflops. With half-floats, it's now double that, which is to say, 8.4 teraflops in 16-bit computation. This has the potential to radically increase performance."