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Big AMD Radeon R9-290X GPU Review
1. AMD
RADEON™
R9-‐290X,
ONE
BIG
DGPU
MIKE
MANTOR
–
MICHAEL.MANTOR@AMD.COM
GRAPHICS,
COMPUTE
&
VISUALIZATION
ARCHITECT
2. AMD
RADEON™
R9-‐290X,
ONE
BIG
DGPU
A CONTINUED ERA OF GCN GRAPHICS & COMPUTE
GCN Architecture
Display Technologies
Audio Technologies
Specifications
3. RADEON™
R9
290X
A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING
GRAPHICS CORE NEXT
ARCHITECTURE
! 44
Compute
Units
! 4
Geometry
Processors
‒ 4
billion
primiIves/sec
! 64
Pixel
Output/Clock
‒ 64
Gpixels/sec
fill
rate
! 176
Texture
Units
‒ 176
Gtextured
pixels/sec
! 704
32b
Load/Store
Units
‒ Up-‐to
2.8
TB/sec
L1
bandwidth
! 1MB
R/W
L2
Cache
‒ Up-‐to
1
TB/sec
L2/L1
bandwidth
! 512-‐bit
GDDR5
memory
interface
‒ 320
GB/sec
memory
bandwidth
! New
AMD
CrossFire™
technology
! AMD
TrueAudio
technology
! 6.2
billion
transistors
3
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
‒ 438
mm2 on
28nm
process
node
4. RADEON™
R9
290X
GRAPHICS CORE NEXT
ARCHITECTURE
SHADER
ENGINE
! RADEON™
R9
290X
GCN GPU contains 4 Shader Engines
‒ Load balanced with each other
‒ Screen partitioning for pixel assignment
! A Shader Engine is a high level organizational unit containing:
‒ 1 Geometry Processor (1 Primitive Per Cycle Throughput)
‒ 1 Rasterizer
‒ 1-11 CUs (Compute Units)
‒ Instruction I$ and constant K$ caches shared by up to 4 CU each
‒ 4 RBEs (Render Back Ends)
‒ Up-to 16 – 64b pixels/cycle per Shader Engine
‒ Up-to 8 – 128b pixels/cycle per Shader Engine
4
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
5. RADEON™
R9
290X
Branch &
Message Unit
COMPUTE
UNIT
Scheduler
Vector Registers
(4x 64KB)
Vector Units
(4x SIMD-16)
Local Data Share
(64KB)
Scalar Unit
GRAPHICS CORE NEXT
ARCHITECTURE
Texture Filter
Units (4)
Scalar Registers
(8KB)
Texture Fetch
Load / Store
Units (16)
L1 Cache
(16KB)
! CU = Basic Building Block of GPU Computational Power
‒ 44
compute
units
(2816
SP
IEEE
2008-‐compliant
shaders)
‒ Device
Flat
(Generic)
64b/32b
Addressing
support
‒ Masked
Quad
Sum
of
Absolute
Difference
(MQSAD)
with
32b
AccumulaIon
and
SaturaIon
‒ Precision
improvement
for
naIve
LOG/EXP
ops
to
1ULP
‒ Packed
64Bb
pixel
color
exports
–
effecIvely
double
reorder
buffering
in
64b
pixel
processing
w/access
power
reducIon
‒ New
Local
Data
Share
(LDS)
Memory
OperaIons
5
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
6. RADEON™
R9
290X
COMPUTE
UNIT
DEVICE
FLAT
ADDRESS
FLAT
! Flat
Address
Space
(“flat”)
instrucIons
are
new
for
Radeon™
R9-‐290X
and
allow
read/write/
atomic
access
to
a
generic
memory
address
pointer
which
can
resolve
to
any
of
the
following
physical
memories:
! Global
memory
! Scratch
(“private”)
! LDS
(“shared”)
! Invalid
-‐
MEM_VIOL
TrapStatus
! Device
Flat(Generic)
64b/32b
Addressing
mode
support
‒ FLAT
instrucIons
support
both
64
and
32-‐bit
addressing.
The
address
size
is
set
via
a
mode
register
(“PTR32”)
and
a
local
copy
of
the
value
is
stored
per
wave.
‒ The
state
addresses
for
the
aperture
check
differ
in
32
and
64-‐bit
mode
6
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
7. RADEON™
R9
290X
COMPUTE
UNIT
LDS
OPERATIONS
! New
Local
Data
Share
Memory
OperaIons
‒ F32
Min/Max/Compare
Swap
‒ Full
complement
of
LDS
remote
atomic
op
with
shared
memory
dual
source
operands
‒ LDS[Dst]
=
LDS[addr0]
op
LDS[addr1];
‒ Fast
remote
reducIon
operaIons
for
arithmeIc,
logical,
Min/Max
F32
‒ Read/Write
Exchange
96b/128b
7
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
8. RADEON™
R9
290X
GCN
MEDIA
PROCESSING
! SAD = Sum of Absolute Differences
! Critical to many video & image processing algorithms
‒
‒
‒
‒
‒
Motion detection
Gesture recognition
Video & image search
Stereo depth extraction
Computer vision
! SAD (4x1) and QSAD (4 4x1) instructions
‒ QSAD combines SAD with alignment ops for higher performance
and reduced power draw
‒ Evaluate up to 256 pixels per CU per clock cycle!
MEDIA
INSTRUCTIONS
Closest
match
SAD
=
SAD
=
22
22
SAD
=
59
SAD
=
58
SAD
=
45
! Maskable MQSAD instruction
‒ Allows background pixels to be ignored
‒ Accelerated isolation of moving objects
! New : 32 bit destination accumulator register
‒ SAD/QSAD/MQSAD U32/U16 accumulators with
saturation
8
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
AMD
Radeon™
R9
290x
can
evaluate
11.26
Terapixels/sec
*
*
Peak
theoreIcal
performance
for
8-‐bit
integer
pixels
9. RADEON™
R9
290X
Geometry Processor
Geometry
Assembler
Tessellator
Vertex
Assembler
GCN
FIXED
FUNCTION
ARCHITECTURE
Geometry Processor
Geometry
Assembler
Tessellator
Vertex
Assembler
Geometry Processor
Geometry
Assembler
Tessellator
Vertex
Assembler
GEOMETRY
Geometry Processor
Geometry
Assembler
Tessellator
Vertex
Assembler
! Updated Geometry Processor Units
– Off-chip buffer management improved
– Larger posion & parameter caches
TessellaIon
off
n
TessellaIon
off
! GS + Tessellation is faster than before…
! However… memory can still be the bottleneck!
– Minimize the number of inputs and
outputs for best performance…
! Small GS expansions can be done within
LDS eliminating cache/memory traffic!
9
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
Image
from
Baulefield
3,
EA
DICE
Process
and
rasterize
up
to
4
primives
per
clock
cycle
10. RADEON™
R9
290X
GCN
FIXED
FUNCTION
ARCHITECTURE
RENDER
BACK
ENDS
! Depth/Color/Stencil processing
conducted in the Render BackEnds (RBEs)
‒ 4KB Depth Cache
‒ Up to 16 coverage samples
‒ 16KB Color Cache
‒ Up to 8 color samples
Z/Stencil ROPs
Color ROPs
Depth Cache
Color Cache
! Radeon™ R9-290X fragment rates
‒ 64 – 64b pixels per cycle
‒ 256 Depth Test (Z) / Stencil Ops per
cycle
*
10
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
There are 16 RBEs on Radeon™ R9 290x
11. RADEON™
R9
290X
GCN
FIXED
FUNCTION
ARCHITECTURE
RASTERIZER
! There are 4 Geometry Processors on Radeon™ Radeon™ R9 290x
‒ Overall Primitive Rate = 4 prims per clock (ideal)
! There are 4 Rasterizers on Radeon™ R9 290x (4 triangles x 16 pixels = 64 pixels per clock)
‒ Each rasterizer can read in a single triangle per cycle, and write out up-to 16 pixels
! Caveat: tiny (e.g. sub-pixel) triangles can dramatically reduce PS efficiency
! This can cause us to become raster-bound, unable to rasterize at peak-rate!
Command Processor
Geometry Processor
Geometry
Assembler
Tessellator
Vertex
Assembler
Geometry Processor
Geometry
Assembler
Tessellator
Geometry Processor
Vertex
Assembler
Geometry
Assembler
Tessellator
Vertex
Assembler
Geometry Processor
Geometry
Assembler
Tessellator
Vertex
Assembler
Compute Units
Rasterizer
Scan Converter
Hierarchical Z
Rasterizer
Scan Converter
Render Back-Ends
11
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
Hierarchical Z
Render Back-Ends
Rasterizer
Scan Converter
Hierarchical Z
Render Back-Ends
Rasterizer
Scan Converter
Hierarchical Z
Render Back-Ends
12. RADEON™
R9
290X
GRAPHICS CORE NEXT
ARCHITECTURE
L2
&
MEMORY
INTERFACE
1 MB L2 R/W CACHE
! Upto16 - 64 KB L2 cache partition
L2 Cache
‒ Relative to AMD Radeon™ HD 7970 ASIC
‒ Additional 33% last level cache capacity
‒ Additional 33% internal fabric bandwidth
‒ Up to 1TB/s L2/L1 bandwidth @ 1GHz operation
! High
density
interface
design
Memory
Interface
‒ 512-‐bit
memory
interface
occupies
~20%
less
area
than
the
384-‐bit
memory
interface
uIlized
on
the
AMD
Radeon™
HD
7970
ASIC
‒ Over
20%
more
total
bandwidth
‒ 50%
increase
in
bandwidth
per
mm2
! 512-‐bit
GDDR5
at
5.0
Gbps
‒ 320
GB/sec
memory
bandwidth
64-bit Dual Channel
Memory Controller
64-bit Dual Channel
Memory Controller
64-bit Dual Channel
Memory Controller
12
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
64-bit Dual Channel
Memory Controller
64-bit Dual Channel
Memory Controller
64-bit Dual Channel
Memory Controller
64-bit Dual Channel
Memory Controller
64-bit Dual Channel
Memory Controller
13. Tiled Resources & Partially Resident Textures
! Enables application to manage more texture data than can physically fit in a fixed footprint
‒ Known as: Tiled Resources (Direct3D 11.2) and Partially Resident Textures (OpenGL 4.2)
‒ A.k.a. “Virtual texturing“ and “Sparse texturing”
! The principle behind PRT is that not all texture contents are likely to be needed at any given time
‒ Current render view may only require selected portions of a texture to be resident in memory
‒ Or, only selected MIPMap levels…
! PRT textures only have a portion of their data mapped into GPU-accessible memory at a time
‒ Texture data can be streamed in on-demand
‒ Texture sizes up-to 32TB (16k x 16k x 8k x 128-bit)
! All
Tier-‐2
features
supported
in
Radeon™R9
–
290X
‒ Shader
LOD
clamp
&
mapped
status
feedback
‒ Reads
from
non-‐mapped
Ile
returns
0
‒ Min/max
reducIon
filtering
!
OpenGL extension –
GL_AMD_sparse_texture
13
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
14. GCN
COMPUTE
ARCHITECTURE
RADEON™
R9
290X
A NEW CONFIGURATION OF GCN FOR GAMMING AND COMPUTING
AMD Radeon™
HD 7970 GHz Edition
AMD Radeon™
R9 290X
Increase
Geometry Processing
2.1 billion primitives/sec
4 billion primitives/sec
1.9x
Compute
4.3 TFLOPS
5.6 TFLOPS
1.3x
Texture fill rate
134.4 Gtexels/sec
176 Gtexels/sec
1.3x
Pixel fill rate
33.6 Gpixels/sec
64 Gpixels/sec
1.9x
Peak Bandwidth
264 GB/sec
320 GB/sec
1.2x
Die area
352 mm2
438 mm2
1.24x
Peak GFLOPS/mm2
12.2
12.8
1.05x
14
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
15. RADEON™
R9
290X
GCN
COMPUTE
ARCHITECTURE
A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING
GRAPHICS CORE NEXT
! 8 ASYNCHRONOUS COMPUTE ENGINES (ACE)
‒ Operate in parallel with Graphics CP
‒ Independent scheduling and work item dispatch
for efficient multi-tasking
‒ 9 Devices with 64+ Command Queues!
‒ Fast work group boundary preemption
‒ Exposed in OpenCL™
! Dual DMA engines
‒ Can saturate PCIe 3.0 x16 bus bandwidth (16 GB/
sec bidirectional)
15
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
16. RADEON™
R9
290X
GCN
COMPUTE
ARCHITECTURE
A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING
GRAPHICS CORE NEXT
! ACEs are responsible for compute shader
scheduling, synchronization & resource alloc
! Each ACE fetches commands from cache or
memory
! Tasks have a priority level for scheduling
‒ Background à Realtime
! ACE dispatch tasks to shader engines as
resources permit
! Tasks complete out-of-order, tracked by ACE
for correctness
! Every cycle, an ACE can create a workgroup
and dispatch to the shader engines for round
robin for wave launch
16
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
‒ Policies:priorities/keep out/limits/reservations etc
17. RADEON™
R9
290X
GCN
COMPUTE
ARCHITECTURE
A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING
GRAPHICS CORE NEXT
! ACE are independent
‒ But, can synchronize and communicate
via Cache/Memory/GDS
! ACE can form task graphs
‒ Individual tasks can have
dependencies on one another
‒ Can depend on another ACE
‒ Can depend on part of graphics pipe
! ACE can control task switching
‒ Stop and Start tasks and dispatch
work to shader engines
17
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
18. RADEON™
R9
290X
FUTURE
CS
CONCURRENT
MULTITHREADING
! Ace
-‐
Independent
virtual
engine,
enabling
true
GPU
MulIprocessor
operaIon
! Operates
out
of
assigned
virtual
memory
(All
commands,
instrucIons,
constants,
input,
output
memory
space)
! Doorbell
hardware
feature
enables
architected
efficient
queue
write
pointer
update
! Producer/Consumer
can
be
built
on
OpenCl™
and
advanced
HSA
! Footprint
limiIng
with
load
balancing
techniques
between
concurrent
compute
ACE
threads
Spawn
Spawn
ACE F32
Per
WG
Data
Init
GDS
CS
18
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
Memory
ACE F32
Unified Shader
Intermediate
Data
Dispatch
Alloc
Dispatch
Input Data
Sync
Control
Data
Memory
CS
19. RADEON™
R9
290X
GCN
COMPUTE
ARCHITECTURE
A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING
GRAPHICS CORE NEXT
! Focus in GPU hardware migrating
towards general-purpose compute
units
! Radeon™R9 290x GCN-based ASICs
have advanced compute
‒ CP can dispatch compute
‒ ACE cannot dispatch graphics
! Future will provide interactive compute
and graphics
19
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
! If you aren’t writing Compute Shaders,
you’re not getting the absolute most out
of modern GPUs
20. NEW
AMD
CROSSFIRE™
TECHNOLOGY
-‐
XDMA
!
XDMA
is
a
modern
approach
to
negoIaIng
the
communicaIon
of
mulIple
GPUs
for
peak
gaming
performance
with
the
ultra-‐high-‐resoluIon
displays
of
tomorrow
!
Radeon™R9-‐290X
includes
a
Hardware
DMA
engine
in
the
AMD
CrossFire™
composiIng
block
‒ Designed
for
AMD
Eyefinity
and
UltraHD
resoluIons
via
DisplayPort™
‒ Allows
for
direct
access
between
GPU
display
pipelines
over
PCI
Express®
‒ No
external
connector
required
‒ CompaIble
on
AMD
Catalyst™
frame
pacing
technologies
‒ No
performance
penalty
versus
external
bridge
20
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
23. OCTOBER
23
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
5X1 PORTRAIT
MODE
2011
24. HDMI® (WITH 4K)
DISPLAYPORT™ 1.2
DECEMBER
2011
FEBRUARY
2012
3840
3840
50”
2160
24
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
2160
32”
25. 4K
THE GENERATIONAL LEAP
GAMERS HAVE BEEN
WAITING FOR
25
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
4X THE
RESOLUTION OF
1080p
1080p
SD
26. THE
FUTURE
OF
ULTRAHD
! We
believe
the
AMD
Radeon™
R9
290X
will
support
future
third
type
of
UltraHD
display
that
feature
Single
Stream
operaIon
at
60Hz
! This
product
is
ready
with
support
for
high
pixel
rates
up
to
600
MHz,
and
will
validate
as
soon
as
the
monitors
are
available
3840
2160
26
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
27. BUILT FOR USER
FLEXIBILITY
SUPPORT FOR UP TO 6 DISPLAYS1
1 x DisplayPort™
with Multi-Stream Transport
1 x HDMI®
2 x Dual-Link DVI
27
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
28. HAVE 3 MATCHING
MONITORS?
USE ANY
THREE
OUTPUTS
28
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
2 x Dual-Link DVI
1 x HDMI®
x DisplayPort™
with Multi-Stream Transport
29. BUILT FOR USER
FLEXIBILITY
SUPPORT FOR UP TO 6 DISPLAYS
1 x DisplayPort™
with Multi-Stream Transport
1 x HDMI®
2 x Dual-Link DVI
29
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
30. BUILT FOR USER
FLEXIBILITY
SUPPORT FOR UP TO 6 DISPLAYS
1 x DisplayPort™
with Multi-Stream Transport
1 x HDMI®
2 x Dual-Link DVI
30
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
31. BUILT FOR USER
FLEXIBILITY
SUPPORT FOR UP TO 6 DISPLAYS
1 x DisplayPort™
with Multi-Stream Transport
1 x HDMI®
2 x Dual-Link DVI
31
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
32. GCN
MEDIA
PROCESSING
AMD
TRUEAUDIO
!
TrueAudio
on
AMD
Radeon™
R9
290X
! Dedicated
Audio
DSP
soluIon
for
game
sound
effects
!
Guaranteed
real-‐Ime
performance
and
service
!
Programmable
pipeline
provides
arIsIc
freedom
to
game
audio
engineers
!
Intended
to
transform
game
audio
as
programmable
shaders
transformed
graphics
32
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
33. 3D
AUDIO
DONE
RIGHT
Traditional Virtual Surround Sound
! USB headset solutions provide processing
at the end of the pipeline
Virtual Surround with AMD TrueAudio Technology
! Spatialization algorithm with 3D positional data
from game leads to more accurate 3D audio
‒ Software & Hardware solutions
Audio
Assets
USB
Audio
Driver
ApplicaIon
/
Game
Unprocessed
Stereo
Sound
Processed
Stereo
Sound
Audio
Middleware
Effects
&
Algorithms
USB
Absence of 3D positional data from
the game leads to “fake” 3D audio
33
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
ApplicaIon
/
Game
AMD
TRUEAUDIO
AMD & GENAUDIO will bring
this experience to gamers
34. GCN
MEDIA
PROCESSING
AMD
TRUEAUDIO
SPATIALIZATION
/
3D
AUDIO
REVERBS
AUDIO/VOICE
STREAMS
MASTERING
LIMITERS
34
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
35. THE DRIVING FORCES BEHIND THE AMD
NEW GAME
CONSOLES
ULTRAHD
DISPLAYS
35
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
MULTI-MONITOR
GAMING
RADEON R9 290X
™
AUDIO
IMMERSION
NEXT GENERATION
GAMES
36. ! GS-4112 – Mantle: Empowering 3D Graphics Innovation
! Keynote – Johan Andersson, Technical Director, EA
! GS-4145 – Oxide on Mantle Adoption (Wed 5:00-5:45)
! New low level programming
interface for PCs
! Designed in collaboration with
top game developers
! Lightweight driver that allows
direct access to GPU hardware
! Compatible with DirectX® HLSL
for simplified porting
MANTLE
Graphics Applications
Mantle API
Mantle Driver
GCN
Works with all
Graphics Core
Next GPUs
37. PRODUCT SPECIFICATIONS
AMD RADEON™ R9 290X
Radeon™ R9 290X
Stream Processors
2,816
Engine Clock
Up to 1 GHz
Compute Performance
5.6 TFLOPS
Memory Configuration
4GB GDDR5 / 512-bit
Memory Speed
Power Connectors
PCI-E Standard
5.0 Gbps
1 x 6-pin, 1 x 8-pin
PCI-E 3.0
AMD TrueAudio Technology
Yes
DirectX 11.2
OpenGL 4.3
Mantle
®
API Support
37
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13
39. ABSTRACT
In
this
talk,
details
about
how
the
unique
configuraIon
and
features
of
the
new
Radeon™
R9-‐290X
are
used
to
deliver
a
new
level
of
experience
for
enthusiast
gamers.
The
powerful
Graphics
Core
Next
architecture
upgraded
to
drive
ULTRAHD
4K
resoluIon
displays
or
mulIple
mulI-‐monitor
configuraIons
for
great
visual
effects.
The
Radeon™
R9-‐290X
is
equipped
with
a
xDMA
engine
that
uIlizes
PCIE
for
all
communicaIon
between
mulIple
GPUs
in
a
system
for
AMD
Crossfire™
operaIons.
This
soluIon
is
compaIble
with
our
latest
frame
pacing
updates.
The
Radeon™
R9-‐290X
is
addiIonally
coupled
with
AMD’s
new
TRUEADIO
Technology
to
provide
a
hardware
accelerated
programmable
audio
pipeline,
enabling
the
sound
engineer
and
arIst
to
significantly
engage
a
parIcipant’s
sense
of
sound
in
game
play.
39
|
RADEON™
R9-‐290X,
ONE
BIG
DGPU
|
NOV
2013
|
APU13