AMD to Expand ROCm Support to Consumer RDNA 3 GPUs This Fall
tomshardware.com
tomshardware.com
I believed them in 2017 and got a Vega64. ROCm was never propertly integrated into distributions, frameworks or applications, and once it at least trickled in into distributions in some limited form, Vega support is already being deprecated.
For me to try again ROCm, the bar will be significantly higher.
They are all implementing XLA-compatible accelerators where the software is mostly opensource and the hardware is not.
> but I could easily see a group rallying behind AMD hardware
I strongly believe that ship has sailed and sunk to the bottom of the ocean. MS/Meta/Google/Amazon won't hitch their trailer to another platform that they don't control. They will invest more and more into custom silicon which offers one more way to do vendor lock-in while also giving them more control over pricing strategies.
Right now the issue is that they can't buy enough Nvidia GPUs to meet demand and Nvidia is itself forced to deal with TSMC.
Any viable alternative to CUDA itself, must be at the same level in tooling, libraries and polyglot capabilities.
$ CUDA_VISIBLE_DEVICES=0 HSA_OVERRIDE_GFX_VERSION=11.0.0 python3
$ CUDA_VISIBLE_DEVICES=1 HSA_OVERRIDE_GFX_VERSION=10.3.0 python3
GFX 10.3.0 for gfx1031 and GFX 11.0.0 for gfx1100, but be aware that the kernel is tied to the series, so even thought the 6700 is technically gfx1031, it uses the gfx1030 kernel, same thing if you use a newer rx 7000 series.Here is a link to a tom's HARDWARE stable diffusion benchmark from January to get a rough idea on where various cards fit in for that use case:
https://www.tomshardware.com/news/stable-diffusion-gpu-bench...
In the article they show a performance comparison chart here:
https://cdn.mos.cms.futurecdn.net/iURJZGwQMZnVBqnocbkqPa-970...
Maybe that was a failure on my part; but I never was able to get it to work reliably. For a certain combination of versions of tools + some hacks, you can make it work. Then it breaks with the first update to any of those tools.
It's no wonder why NVIDIA's market cap is so much higher.
Maybe Vulkan compute shaders if cross-platform capability is desired.
Video Games already have a huge pipeline of GPU-compute setup for vertex / pixel shaders, geometry shaders and more. Throwing a DirectX Compute Shader / Vulkan Shader on top is no biggie. But this is a lot of cruft to add to a non-video game (gotta initialize DirectX or Vulkan graphics just to start running compute shaders, and ignoring the default vertex/pixel shaders that the APIs are designed for...)
> most notably realistic physics simulations
Physics simulation is a dead-end. There's no reason to do physics on GPU, because copying the data from CPU->GPU is slow, and GPU -> CPU is slower.
By the time all the copying, calculating, and copying back is done, the GPU-physics data is obsolete and the CPU might as well have run it locally in L3 cache instead.
I think there's a chance that GPGPU video games could exist, but the graphics would have to be delayed relative to the physics simulation.
Time X starts running a step of the physics simulation. Time X+1 the physics simulation copies back to CPU, and gives CPU-time to finalize the results. Time X+2 CPU copies the data into the Vertex/Pixel shaders for rendering to the user.
But the game engine, game, and graphics will have to be specifically tailored for GPGPU graphics. Still, real engines like Claybook have done this: https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2018/pres...
https://videocardz.com/newz/amd-has-failed-to-launch-hypr-rx...