Insider view on how AMD lost the GPU oppty
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It was even their initiative back then called Fusion, and because of that I though AMD would end up overtaking both Intel who could only do CPUs and Nvidia who could only do GPUs. Instead their APUs turned out to be just mediocre CPUs and GPUs at beast without ani killer apps/features, and so lost both markets and had to struggle to regain at least the CPU sector but mostly because Intel was complacent and incompetent on the architecture and manufacturing sides.
Also what does "oppty" from the title mean?
That obviously didn't work out, but you can't say that AMD didn't do anything for those years. Especially as AMD was falling into bankruptcy at the time, it was clear that AMD needed to rely upon others to take on the risk of new APIs.
I'm still curious how Microsoft screwed the pooch here. Windows8 was seen as a failure, but I think I can safely say that C++AMP / ConcRT / etc. etc. were well designed APIs. AMD lost some momentum here, and had to do a CUDA-based API for ROCm moving forward a few years later.
Remember that NVidia basically stalled out on OpenCL 1.2, purposefully to encourage CUDA adoption. AMD actually moved forward, though their OpenCL2.0 wasn't that good either... it at least existed.
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AMD's APUs culminated in XBox One / PS4 APIs, which actually have a substantial market share in the console market.
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Vulkan on Linux is working out pretty well today. I don't think anyone would have picked that as the strongest API 10 years ago. Remember that in 2010s, "Vulkan" was known as "AMD Mantle" (https://en.wikipedia.org/wiki/Mantle_(API)).
Even as AMD was going bankrupt in the early 2010s, they had plenty of software investments. Some of these investments (Mantle/Vulkan) even worked out.
And here's another video where Andersson talks about the motivation behind Mantle: https://www.youtube.com/watch?v=KApdf4P2Iak
Additionally their drivers were never great.
With ~15% of the market, it's going to be very difficult to pull the market in a direction you want, so you're forced to say "I can offer you what nVidia does, but cheaper"
PC vs console is weird. They are different markets but you'd think the x86 based PS5 would have more pull these days.
I suspect the problem the PC gaming market is very halo-product steered: Intel's product credibility is still buttressed by whatever 700-watt-from-the-wall 16900WTFBBQ they can showcase for benchmarks, and Radeons winning at various price/performance tiers means nothing when they don't have a 4090 killer.
I was also surprised how effectively ray-tracing was sold to the market, considering plenty of games still don't use it, and those that do take a big performance hit for it. The RTX2xxx cards were sort of turkeys, but I suspect it now provides an excellent FOMO/FUD scenario for newer cards-- that 7900XT might not ray-trace as well as a 4080.
The GPUs aren't playing catch up either, They're the shared memory APU systems. widely celebrated as novel on the current Apple silicon and shipping in configuration since the playstation 4.
The work on ConcRT and WinRT is on the genesis of C++ Co-routines, initially proposed by Microsoft to WG21.
Anything else, Microsoft has always been more interested in doing compute via DirectX, aka DirectCompute.
I will leave the WinRT/UWP rant for another day.
Everything starts somewhere. I'd say C++Amp was better than OpenCL 2.0 ever got (since OpenCL2.0 is basically nonexistant), and if you were fine being on Windows-only, it was better than OpenCL1.2.
Developer tooling was loads better on C++Amp than OpenCL ever got honestly, mostly because C++Amp leveraged DirectCompute.
> Anything else, Microsoft has always been more interested in doing compute via DirectX, aka DirectCompute.
Well yeah, but DirectCompute is in its own little language / world (much like OpenCL). Its HLSL, not C++ directly.
What makes CUDA easier to use was that C++ integration. So C++Amp, which took true C++ Lambda functions and automagically compiled them into DirectCompute really made it easier to perform all these computations.
I get that Microsoft is still investing into DirectCompute today, but Microsoft is missing out on some fundamental features of CUDA (ie: one source C++).
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Well, C++AMP has been dead for a decade now, so not much use reminiscing now. But it could have been great IMO with more investment and confidence. Bring C++Amp to DirectX12 so that 64-bit was usable, then start building Thrust-like (CPU-side helper libraries that utilize GPUs) or CUB-like libraries (GPU-side helper libraries).
> I will leave the WinRT/UWP rant for another day.
Don't worry, I think everyone in the industry is universally frustrated at this!
I'm just trying to remind people where AMD was during this period.
Khronos took ages to understand this, until they finally came up with SPIR.
I was on an OpenCL conference (IOWCL), where the panel could not understand why people on the audience would care about Fortran or why C99 wasn't good enough.
Even now with Vulkan, NVidia with Slang, and Microsoft with HLSL, are doing Khronos work, because no one is sponsoring GLSL further development.
HLSL is following MSL footsteps and becoming more C++ like, even if not exactly the same.
Then again, up to AMD and Intel to improve SYCL story, which Intel is much further on.
I know little changes to AMDs architecture required minor changes to the machine code. I think the Assembly could recompile but long term binary compatibility is something of an NVidia superpower (even if it's imperfect, it's far better than competitors attempts)
> SPIR
I hear it's kinda sorta worth using... Maybe soon?
Strangely, the most SPIR stuff seems to be from Intel and their OneAPI push? Id have expected a bigger role from AMD.
I'm wondering why it took so long for SPIR to become a serious engineering attempt. Well, better late than never.
The lazy man's version of opportunity