Unrelated but unified memory is a strange buzzword being used by Apple. Their memory is no different than other computers. In fact, every computer without a discrete GPU uses a unified memory model these days!
Unrelated but unified memory is a strange buzzword being used by Apple. Their memory is no different than other computers. In fact, every computer without a discrete GPU uses a unified memory model these days!
On PC desktops I always recommend getting a mid-range tower server precisely for that reason. My oldest one is about 8 years old and only now it's showing signs of age (as in not being faster than the average laptop).
On PCs some other hardware (notably the SSD) comes with its own memory. But here it's shared with the main DRAM too.
This is not necessarily a performance improvement, it can avoid copies but also means less is available to the CPU.
Many integrated graphics segregate the memory into CPU owned and GPU owned, so that even if data is on the same DIMM, a copy still needs to be performed for one side to use what the other side already has.
This means that the drivers, etc, all have to understand the unified memory model, etc. it’s not just hardware sharing DIMMs.
APUs with shared everything are not a new concept, they are actually older than programmable graphics coprocessors…
https://www.heise.de/news/Gamescom-Playstation-4-bietet-Unif...
So apple manages decent GPU performance, a tiny package, and great battery life. It's much harder on the PC side because every laptop/desktop chip from Intel and AMD use a 128 bit memory bus. You have to take a huge step up in price, power, and size with something like a thread ripper, xeon, or epyc to get more than 128 bit wide memory, none of which are available in a laptop or mac mini size SFF.
Memory interface width of modern CPUs is 64-bit (DDR4) and 32+32 (DDR5).
No CPU uses 128b memory bus as it results in overfetch of data, i.e., 128B per access, or two cache lines.
AFAIK Apple uses 128B cache lines, so they can do much better design and customization of memory subsystem as they do not have to use DIMMs -- they simply solder DRAM to the motherboard, hence memory interface is whatever they want.
Sure, per channel. PCs have 2x64 bit or 4x32 bit memory channels.
Not sure I get your point, yes PCs have 64 bit cache lines and apple uses 128. I wouldn't expect any noticeable difference because of this. Generally cache miss is sent to a single memory channel and result in a wait of 50-100ns, then you get 4 or 8 bytes per cycle at whatever memory clock speed you have. So apple gets twice the bytes per cache line miss, but the value of those extra bytes is low in most cases.
Other bigger differences is that apple has a larger page size (16KB vs 4KB) and arm supports a looser memory model, which makes it easier to reach a large fraction of peak memory bandwidth.
However, I don't see any relationship between Apple and PCs as far as DIMMS. Both Apple and PCs can (and do) solder dram chips directly to the motherboard, normally on thin/light laptops. The big difference between Apple and PC is that apple supports 128, 256, and 512 bit wide memory on laptops and 1024 bit on the studio (a bit bigger than most SFFs). To get more than 128 bits with a PC that means no laptops, no SFFs, generally large workstations with Xeon, Threadrippers, or Epyc with substantial airflow and power requirements
Also important to consider that the RTX 4090 has a relatively tiny 384-bit memory bus. Smaller than the M1 Max's 512-bit bus. But the RTX 4090 has 1 TB/s bandwidth and significantly more compute power available to make use of that bandwidth.
The M4 max is definitely not a 4090 killer, does not match it in any way. It can however work on larger models than the 4090 and have a battery that can last all day.
My memory is a bit fuzzy, but I believe the m3 max did decent on some games compared to the laptop Nvidia 4070 (which is not the same as the desktop 4070). But highly depended on if the game was x86-64 (requiring emulation) and if it was DX11 or apple native. I believe apple claims improvements in metal (the Apple's GPU lib) and that the m4 GPUs have better FP for ray tracing, but no significant changes in rasterized performance.
I look forward to the 3rd party benchmarks for LLM and gaming on the m4 max.
It's not really a new idea, just unusual in computers. The custom SOCs that AMD makes for Playstation and Xbox have wide (up to 384-bit) unified memory buses, very similar to what Apple is doing, with the main distinction being Apples use of low-power LPDDR instead of the faster but power hungrier GDDR used in the consoles.
And yes, the impressive part is that this kind of bandwidth is hard to get on laptops. I suppose I should have been a bit more specific in my remark.
Or you could buy a M3 max laptop for $4k, get 10+ hour battery life, have it fit in a thin/light laptop, and still get 546GB/sec. However those are peak numbers. Apple uses longer cache lines (double), large page sizes (quadruple), and a looser memory model. Generally I'd expect nearly every memory bandwidth measure to win on Apple over AMD's turin.
At full tilt an M3 Max will consume 50 to 75 watts, meaning you get 1 to 2 hours of runtime at best, if you use the thing full tilt.
That's the thing I find funny about the Apple Silicon MBP craze, sure they are efficient but if you use the thing as a workstation, battery life is still not good enough to really use unplugged.
Most claiming insane battery life are using the thing effectively as an information appliance or a media machine. At this game the PC laptops might not be as efficient but the runtime is not THAT different provided the same battery capacity.
There are, in my experience, professionals who want to use the best tools someone else builds for them, and professionals who want to keep iterating on their tools to make them the best they can be. It's the difference between, say, a violin and a Eurorack. Neither's better or worse, they're just different kinds of tools.
I was sorely tempted by the Mac studio, but ended up with a 96GB ram Ryzen 7900 (12 core) + Radeon 7800 XT (16GB vram). It was a fraction of the price and easy to add storage. The Mac M2 studio was tempting, but wasn't refreshed for the M3 generation. It really bothered me that the storage was A) expensive, B) proprietary, C) tightly controlled, and D) you can't boot without internal storage.
Even moving storage between Apple studios can be iffy. Would I be able to replace the storage if it died in 5 years? Or expand it?
As tempting as the size, efficiency, and bandwidth were I just couldn't justify top $ without knowing how long it would be useful. Sad they just didn't add two NVMe ports or make some kind of raw storage (NVMe flash, but without the smarts).
This was really driven home to me by my recent purchase of an Optane 905p, a drive that is both very fast and has an MTBF measured in the hundreds of years. Short of a power surge or (in California) an earthquake, it's not going to die in my lifetime -- why should I not keep using it for a long time?
Many kinds of professionals are completely fine with having their Optanes and what not only be plugged in externally, though, even though it may mean their boot drive will likely die at some point. That's completely okay I think.
Servers do have many channels but they run relatively slower memory
* Specifically, it being on-die
Also, DRAM is never on-die. On-package, yes, for Apple's SoCs and various other products throughout the industry, but DRAM manufacturing happens in entirely different fabs than those used for logic chips.
This is one of the reasons the "3D vcache" stuff with the giant L3 cache is so effective.
And no, manaskarekar, the M4 Max does 546 GB/s not GBps (which would be 8x less!).
GB/s and GBps mean the same thing, though GB/s is the more common way to express it. Gb/s and Gbps are the units that are 8x less: bits vs Bytes.
GB/s is the same thing as GBps
The "ps" means "per second"