Sunday, February 8th 2026

AMD on FSR 4 for RDNA 3 and Older GPUs: "No Updates to Share at This Time."

AMD's FidelityFX Super Resolution 4 technology, now known simply as FSR 4, is currently supported in many games, but not across all AMD RDNA GPU generations. In response to an inquiry from Hardware Unboxed, AMD mentioned that it is still uncertain whether official FSR 4 support will be extended to the Radeon RX 7000 series and older GPUs, as the company reportedly has "no updates to share at this time." AMD official product separation stems from its RDNA 4 architecture and the support for 8-bit floating point instructions. While the latest RDNA 4 hardware supports Wave Matrix Multiply Accumulate in FP8 format, older RDNA generations like RDNA 3 and RDNA 2 lack this hardware instruction support and can't process 8-bit floating point data in this format.

However, older Radeon GPUs can instead rely on the 8-bit integer (INT8) data formats, which Radeon RX 7000 series fully supports. AMD accidentally leaked FSR 4 INT8 on its AMD GPUOpen platform, showing that FSR 4 on older GPUs is a possibility, which is just kept hidden for now. Later on, ComputerBase tested this leaked library, finding that FSR 4 offers a balance between native image quality and FSR 3.1 performance on both RDNA 3 and RDNA 2 hardware. In tests with Cyberpunk 2077 in 4K on Ultra settings using the AMD Radeon RX 7900 XTX, FSR 4 delivered 11% faster performance than native, but was 16% slower than FSR 3.1. Interestingly, performance may be the reason why AMD is holding these INT8 FPR 4 libraries back, but another point could be product separation.
AMD already segregates its latest FSR "Redstone" suite of technologies, with features like Ray Regeneration and Radiance Caching exclusive to RDNA 4 hardware in the Radeon RX 9000 series of GPUs. Other basic technologies like upscaling and frame generation are supported on older RDNA 3/2/1 generations, but use an FSR 3.1 Fallback, with no FSR 4 support for now. However, since INT8-based FSR 4 exists, it may only be a matter of time before the company releases the capability to older GPUs, but the expected performance might not be there.
Source: Hardware Unboxed
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110 Comments on AMD on FSR 4 for RDNA 3 and Older GPUs: "No Updates to Share at This Time."

#76
AusWolf
outlw6669Yes, one switch in the control panel, IF you are playing a game that supports FSR 3.1, and then only IF you have a RDNA 4 GPU.

In comparison, FSR 1 works with every GPU that is able to start the game, and FSR 2 through FSR 3.1 work with Polaris/Pascal and newer.
XeSS also works with RDNA 1/Pascal and newer GPUs.

The issue is, compared to the user base of non-RDNA 4 GPUs, there are only a miniscule amount of gamers using RDNA 4 GPUs.
To this, while FSR 3.1 is still often better than TAA, it is still worse than other options, such as DLSS and XeSS (which supports most GPUs).
As such, there is minimal incentive for devs to implement support for FSR 3.1 or FSR 4 in games.

The entire point of this thread is that INT8 support for FSR 4 has already been developed.
That it is not being officially implemented, in my opinion, is doing a disservice to both gamers, as well as AMD, as it would allow most GPUs to use it, and would make it an enticing feature for devs to add to their games.
There are reasons given in the article as to why that is. We can accept them, or argue about them, but it doesn't change the fact that you need an RDNA 4 GPU for FSR 4. Personally, I wouldn't be happy with a mere 10% performance uplift with an RDNA 3 GPU, even with a better quality. It kind of defeats the purpose, imo. Upscaling was never meant to look good. That's what native res is for. Upscaling is a crutch to extract more performance out of an aging or lower class GPU. The better quality of FSR 4 is meaningless if it doesn't give you a meaningful performance uplift, imo.

This has been argued about to exhaustion in every single related thread. I don't know why new ones keep popping up with no information content whatsoever. I also don't understand why it's only Nvidia owners who keep crying.
Posted on Reply
#77
Visible Noise
Hecate91AMD has about 18% margin on client and gaming according to their revenue earnings news, I wonder if that includes gpus but their Radeon division might be seriously underfunded as AMD has prioritized the CPU market,servers and compute hardware before gpus. Compared to Nvidia having 60-70% margins with billions to throw at game developers and an influence on nearly the entire market. I expect someone will think I'm blindly defending AMD for not offering wider FSR support, but the fact is development costs money, playing catch up on features can't be easy when Nvidia can just pull some feature out of their ass and convince the gaming masses they can't live without it.
Ever heard of “compiler switches”? You should look it up sometime.
TheinsanegamerNAMD wants to be a premium brand, but isnt willing to put in the effort that the ACTUAL premium brand does in supporting their products.
Remember “Premium VR Experience”? AMD sure delivered on that one, didn’t they?
Posted on Reply
#78
Rulumi
As an RDNA2 user right now, since it seems some people need users to be main users of recent AMD GPUs to valide criticism of prlblems with AMD with Radeon at the moment, for some reason? Why?
This is just another signaling of all the current lacking intention of giving any meaningful "long" term support from AMD to Radeon products and in this case even worse being something regarding RDNA3.

With all of the recent things I don't really like Radeon's current direction. Like the whole RDNA1/RDNA2 driver branch freeze, poor communication statements, clear lack of interest in properly updating their iGPUs hardware in any meaningful way until way later, decisions that make no sense for the firmware in Linux and others without mentioning a lot of things I have been at odds with the company decisions and doing in other aspects in their CPU divisiom, but for my judgement here I'll limit to what they do in the GPU division and teams to be fair.

While I personally don't have much interest in FSR4 and upscalers, I see people having so and regardless of is another sign of the mentality AMD has with Radeon right now, one I wish would change but I feel unless they have to without any other option to rely on won't change at all as long as Lisa Su is in charge of the company direction.

But if AMD can't provide at the very least 5 years of basic bases support since stopping high volume production and sales of the latests SKUs or in the case of RDNA2 iGPUs they still produce and sell them (and a very similar situation happened with Vega too), I can't in any way support them again with these products for my main components if they can't provide basic support for a sane long enough period of time, in which I would consider base support to API with new API extensions and features that the hardware is capable of, which they are mostly not updating anymore in the 25.10 branch for these and eventually would affect software compatibility.

Unless something changes drastically until the point I intend to change my current GPUs in my main system comes, I have an almost full and confident intention of going with NVIDIA or Intel for my next GPUs instead of AMD.
Posted on Reply
#79
AusWolf
RulumiAs an RDNA2 user right now, since it seems some people need users to be main users of recent AMD GPUs to valide criticism of prlblems with AMD with Radeon at the moment, for some reason? Why?
This is just another signaling of all the current lacking intention of giving any meaningful "long" term support from AMD to Radeon products and in this case even worse being something regarding RDNA3.

With all of the recent things I don't really like Radeon's current direction. Like the whole RDNA1/RDNA2 driver branch freeze, poor communication statements, clear lack of interest in properly updating their iGPUs hardware in any meaningful way until way later, decisions that make no sense for the firmware in Linux and others without mentioning a lot of things I have been at odds with the company decisions and doing in other aspects in their CPU divisiom, but for my judgement here I'll limit to what they do in the GPU division and teams to be fair.

While I personally don't have much interest in FSR4 and upscalers, I see people having so and regardless of is another sign of the mentality AMD has with Radeon right now, one I wish would change but I feel unless they have to without any other option to rely on won't change at all as long as Lisa Su is in charge of the company direction.

But if AMD can't provide at the very least 5 years of basic bases support since stopping high volume production and sales of the latests SKUs or in the case of RDNA2 iGPUs they still produce and sell them (and a very similar situation happened with Vega too), I can't in any way support them again with these products for my main components if they can't provide basic support for a sane long enough period of time, in which I would consider base support to API with new API extensions and features that the hardware is capable of, which they are mostly not updating anymore in the 25.10 branch for these and eventually would affect software compatibility.

Unless something changes drastically until the point I intend to change my current GPUs in my main system comes, I have an almost full and confident intention of going with NVIDIA or Intel for my next GPUs instead of AMD.
It sounds like you misunderstood the statement, which I can't blame you for, it was confusing. RDNA 1 and 2 still have full driver support. The main branch is 25.10 for now, with bug fixes. As long as there is no software conflict, it's a non issue. If there is software incompatibility due to the old driver core (which is highly unlikely), I would expect AMD to release a major update for these cards. This "problem" is a making an elephant out of an ant situation, imo.
Posted on Reply
#80
melkor_unlimited
Visible NoiseEver heard of “compiler switches”? You should look it up sometime.
And the other branch of code to use that "Compiler Switch" just suddenly appears from Blue Sky?
Posted on Reply
#81
_roman_
tldr: best example was the never fixed idle power conumption

longer explanation:

does not change the facts i had to manually hack the windows 11 pro 24h2 and gnu gentoo linux to reduce the power consumption from ~40 watts in idle what i remeber in single whqd@75fps screen to something around ~6-10 watts for the msi radeon 6800 z trio.

amd never provided any bug fixes or proper driver support.

i call it modelines, other call it edid oder call it command line linux like frickling around with config files. i discovered it myself. i knew of more than 4 different other sources which discovered the same. later there were calculators implemented in excel sheets, online sheets etc.

i calculated by hand those values. i know the terminology of modelines because i started before 1996 with the linux kernel and the xorg-server. i used the same values for the same screen in windows 11 pro which i derived by hand for my gnu gentoo linux, xorg-server, mesa and the msi radeon 6800z trio for the asus proart pa278qv.
Posted on Reply
#82
Macro Device
Thankoo AMD, I already knew you are a bunch of pathetic d-wads.

My experience with RDNA2 + FSR4 shows no sign of FSR4 withheld from "legacy" users being any valid. Used a simple hack to activate it on a 6700 XT. It works. Speed is worse than on RDNA4 but not a disaster. No additional glitches, no added instability, experience mirrors the one on an RDNA4 card.

Just... add a line of code that says "if it's an old GPU let's use INT8" and that's it. All that public drama will cost you hundredfold more dearly than hiring a scriptmonkey for 10 minutes.
Posted on Reply
#83
wolf
Better Than Native
Macro DeviceMy experience with RDNA2 + FSR4 shows no sign of FSR4 withheld from "legacy" users being any valid. Used a simple hack to activate it on a 6700 XT. It works. Speed is worse than on RDNA4 but not a disaster. No additional glitches, no added instability, experience mirrors the one on an RDNA4 card.

Just... add a line of code that says "if it's an old GPU let's use INT8" and that's it. All that public drama will cost you hundredfold more dearly than hiring a scriptmonkey for 10 minutes.
Thanks for coming to comment here, I never believed in the attempted gatekeeping of opinion some users were doing. Nonetheless it's reassuring to have an RDNA2 user come and hold the same core opinions on the matter (it works, it would be easy for AMD to release, it's hurting their brand to not do it). You even had your experience "validated" here.

It speaks volumes to me that some would rather just go ad-hominem and attack the people/their situation rather than their arguments. I covered why that's a terrible line of reasoning in the spoiler below, from another FSR4 Redstone thread too. I laid out my reasoning quite clearly here in this thread, yet that hasn't been engaged with at all, it feels so childish.


Dismissing someone’s opinion on backporting Redstone to RX7000 on the grounds of their personal circumstances like "You don't currently use an RX7000 card!" or "you use Nvidia!" rather than addressing the actual reasoning about AMD’s decision not to backport FSR Redstone, is a circumstantial ad hominem, where the argument is treated as invalid because of who the person is or what situation they’re in, rather than because of any flaw in the reasoning itself. It’s bad logic. You don’t need to own an RX 7000 card to discuss AMD’s product decisions, just like you don’t need to own a Tesla to talk about the EV charging network or a specific console / GPU to talk about gaming industry choices.

It signals how AMD treats product longevity, we are allowed to care and comment about how companies support their hardware over time. If AMD withholds major software features from a still-recent GPU generation, it suggests a pattern for future releases. Even someone who might buy AMD hardware later has a reason to pay attention. So it affects future purchasing decisions, even if someone uses an NVIDIA card today, they may consider switching later. Seeing that AMD withholds new tech from recent GPUs could influence trust, perceived value and expectations of support, I track these patterns because they help guide my long-term upgrade planning.

It’s also part of the bigger conversation about consumer-friendly (or not friendly) practices, planned obsolescence, segmentation, software-driven feature gating, not backporting even aspects FSR Redstone, which have been shown to work on RX7000 and provide value to customers, fits directly into those discussions.

So please, owning the hardware in question is not a pre requisite to discuss this topic, and people here are correct to reject that assertion.
Posted on Reply
#84
Macro Device
wolfYou even had your experience "validated" here.
After weeks of further testing I have a bitter point to add.

At 4K (including the custom 3840x1700 resolution I made for my vision defect reasons), regardless of the vidya I play, FSR4 starts stuttering like crazy after some time playing. Sometimes it happens after five hours, so no big deal, sometimes I only need 15 minutes, it's unpredictable and doesn't seem to depend on the game I play. Sometimes stutters go away after several minutes, sometimes they stay. I am yet to confirm or deny the same behaviour on RDNA4 but RDNA2 exhibits this problem.

'Far as I can tell from the monitoring it has nothing to do with VRAM capacity, I still have at least 1.5 GB to spare. It has nothing to do with overheat, my hottest reading is 87C on the GPU hotspot. VRAM, die, CPU, etc are colder than that. Replaced the PSU and connected directly to the power socket to eliminate this possible culprit, yet it changed nothing.

The very same issue never appears at 1440p (even if the rest of the settings is more aggressive and results in lower FPS and higher VRAM usage), nor does it bother me at 1080p. Is this an FSR4 bug or is it some RDNA2 issue, I am yet to discover. And it never happens with XeSS/older FSR versions.
Posted on Reply
#85
Rulumi
AusWolfIt sounds like you misunderstood the statement, which I can't blame you for, it was confusing. RDNA 1 and 2 still have full driver support. The main branch is 25.10 for now, with bug fixes. As long as there is no software conflict, it's a non issue. If there is software incompatibility due to the old driver core (which is highly unlikely), I would expect AMD to release a major update for these cards. This "problem" is a making an elephant out of an ant situation, imo.
I'm not misuderstanding anything, AMD is indeed giving app bugfixes in a more timely manner than Polaris and Vega right now (that sometimes won't see those fixes in several months usually) like that recent Chromium bug they listed in November or December for RX 5000 and RX 6000 I think and I guess some game profiles updates, but they are not really updating any of the API and extensions parts anymore. And also these more timely updates are after all the backlash and until they personally see it need "as required by market needs".

In the latest AMD Software: Adrenalin Edition ""26.2.1"" in RDNA1/RDNA2 (Actual Driver Version: 25.10.41.05-260205a1-198281E-AMD-Software-Adrenalin-Edition) and that's different from 23.30 branch in RDNA3 and RDNA4, Vulkan can already be seen to be getting behind those already. Vulkan API Version is 1.4.315 in the 25.10 and I don't think AMD is going to update anything regarding it on Window again.

This is the full output of Vulkan version and extensions on this driver version in GPU-Z on a RX 6650 XT as an example, compared to RDNA3 and RDNA4 a gap has already started to form:


General
Version 1.4.315
Driver Version 2.0.353
Device Name AMD Radeon RX 6650 XT
Device Type Discrete GPU

Sparse Properties
Single-Sample 2D Sparse uses Standard Shapes Yes
Multi-Sample 2D Sparse uses Standard Shapes No
3D Sparse uses Standard Shapes Yes
Residency Aligned Mip Size No
Residency Non Resident Strict Yes

Memory
Memory 1 8176 MB
Device-Local
Memory 2 16045 MB
Host-Visible, Host-Coherent
Memory 3 8176 MB
Device-Local, Host-Visible, Host-Coherent
Memory 4 16045 MB
Host-Visible, Host-Coherent, Host-Cached
Memory 5 8176 MB
Device-Local
Memory 6 16045 MB
Host-Visible, Host-Coherent
Memory 7 8176 MB
Device-Local, Host-Visible, Host-Coherent
Memory 8 16045 MB
Host-Visible, Host-Coherent, Host-Cached
Memory 9 8176 MB
Device-Local
Memory 10 16045 MB
Host-Visible, Host-Coherent
Memory 11 8176 MB
Device-Local, Host-Visible, Host-Coherent
Memory 12 16045 MB
Host-Visible, Host-Coherent, Host-Cached
Memory 13 8176 MB
Device-Local
Memory 14 16045 MB
Host-Visible, Host-Coherent
Memory 15 8176 MB
Device-Local, Host-Visible, Host-Coherent
Memory 16 16045 MB
Host-Visible, Host-Coherent, Host-Cached

Queue Families
Family 1 Capabilities Graphics, Compute, Transfer, Sparse Resources
Family 1 Queue Count 8
Family 1 Timestamp Bits 64
Family 1 Image Transfer Granularity 1 x 1 x 1
Family 2 Capabilities Compute, Transfer, Sparse Resources
Family 2 Queue Count 4
Family 2 Timestamp Bits 64
Family 2 Image Transfer Granularity 1 x 1 x 1
Family 3 Capabilities Transfer, Sparse Resources
Family 3 Queue Count 2
Family 3 Timestamp Bits 64
Family 3 Image Transfer Granularity 16 x 16 x 8
Family 4 Capabilities
Family 4 Queue Count 1
Family 4 Timestamp Bits 0
Family 4 Image Transfer Granularity 0 x 0 x 0
Family 5 Capabilities
Family 5 Queue Count 1
Family 5 Timestamp Bits 0
Family 5 Image Transfer Granularity 0 x 0 x 0

Device Features
Bounds-checked Buffer Accesses Yes
Indexed Draw Calls Full 32-Bit Range Yes
Cube Array Image Views Yes
Independent Blend Yes
Geometry Shaders Yes
Tessellation Yes
Per-Sample Shading & Multisample Interpolation Yes
Blend Ops with two Sources Yes
Logic Operations Yes
Multi Draw Indirect Yes
Indirect Draw Calls w/ firstInstance Yes
Depth Clamping Yes
Depth Bias Clamping Yes
Point & Wireframe Fill Modes Yes
Depth Bounds Tests Yes
Line Width other than 1.0 Yes
Point Sizes other than 1.0 Yes
Alpha-to-One No
Multiple Viewports Yes
Anisotropic Filtering Yes

Texture Formats
ETC2 & EAC Compressed Textures No
ASTC LDR Compressed Textures No
BC Compressed Textures Yes

Precise Occlusion Queries Yes
Pipeline Statistics Queries Yes
Stores & Atomics (Vertex/Tesselation/Geometry Shaders) Yes
Stores & Atomics (Fragment Shaders) Yes
PointSize in Tesselation & Geometry Yes
Extended Image Gather Ops Yes
Extended Storage Image Formats Yes
Multisampled Storage Images Yes
Storage Image Read w/o Format Yes
Storage Image Write w/o Format Yes

Dynamic Indexing
Into Uniform Buffer Arrays Yes
Into Sampled Image Arrays Yes
Into Storage Buffer Arrays Yes
Into Storage Image Arrays Yes

Shader Code Features
Clip Distances Yes
Cull Distances Yes
Float64 Yes
Int64 Yes
Int16 Yes
Return Residency Information Yes
Specify min LOD Yes

Sparse Binding Yes
Sparse Residency Buffer Yes
Sparse Residency Image2D Yes
Sparse Residency Image3D Yes
Sparse Residency Image2D (2 samples per Pixel) No
Sparse Residency Image2D (4 samples per Pixel) No
Sparse Residency Image2D (8 samples per Pixel) No
Sparse Residency Image2D (16 samples per Pixel) No
Access Data Aliased into Multiple Locations Yes
Variable Multisample Rate Yes
Execute Secondary Command Buffers Yes

Limits
Dimension 1D 16384
Dimension 2D 16384
Dimension 3D 8192
Dimension Cube 16384
Image Array Layers 8192
Texel Buffer Elements 4294967295
Uniform Buffer Range 4294967295
Storage Buffer Range 4294967295
Push Constants Size 256
Memory Allocation Limit 4294967295
Max Samplers 1048576
Buffer Image Granularity 1
Address Space for Sparse Resources 47 Bits
Max Bound Descriptor Sets 32

Shader Stage Limits
Max Samplers 4294967295
Max Uniform Buffers 4294967295
Max Storage Buffers 4294967295
Max Sampled Images 4294967295
Max Storage Images 4294967295
Max Input Attachments 4294967295
Max Resources 4294967295

Descriptor Binding Limits
Max Samplers 4294967295
Max Uniform Buffers 4294967295
Max Dynamic Uniform Buffers 8
Max Storage Buffers 4294967295
Max Dynamic Storage Buffers 8
Max Sampled Images 4294967295
Max Storage Images 4294967295
Max Input Attachments 4294967295

Max Vertex Input Attributes per Pipeline 64
Max Vertex Input Bindings per Pipeline 32
Max Vertex Input Attribute Offset 4294967295
Max Vertex Input Binding Stride 16383
Max Vertex Output Components 128

Tessellator Limits
Tesselation Generation Level 64
Tesselation Patch Size 32 Vertices
Components per Vertex Input (Control) 128
Components per Vertex Output (Control) 128
Compoents per Patch Output (Control) 120
Components Output Total (Control) 4096
Components per Vertex Input (Eval) 128
Components per Vertex Output (Eval) 128

Geometry Shader Limits
Max invocation Count 126
Components Input 128
Components Output 128
Vertices Output 1023
Components Output Total 4095

Fragment Shader Limits
Components Input 128
Output Attachments 8
Dual Src Attachments 1
Combined Resources Output 4294967295

Compute Shader Limits
Shared Memory Size 32768 Bytes
Workgroup Count 4294967295 / 65535 / 65535
Workgroup Invocations 1024
Workgroup Size 1024

Subpixel Precision 8 bits
Subtexel Precision 8 bits
Mipmap Precision 8 bits
Highest Indexed Draw Call Index 4294967295
Max Draw Count for Indirect Draw Calls 4294967295
Max Sampler LOD Bias 16
Max Sampler Anisotropy 16

Viewports
Number of Viewports 16
Viewport Dimensions 16384 x 16384
Viewport Bounds -32768 x 32767
Viewport Subpixel Bits 8

Memory Map Alignment 64 Bytes
Texel Buffer Alignment 4
Uniform Buffer Alignment 16
Storage Buffer Alignment 4
Sample/Fetch Offsets -64 to 63
Gather Offsets -32 to 31
Interpolate Offsets -2 to 1
Subpixel Interpolation Offsets 8 Bits
Framebuffer 16384 x 16384
Framebuffer Layers 8192

Framebuffer Sampling
Color Sample Counts 1 Bit, 2 Bits, 4 Bits, 8 Bits
Depth Sample Counts 1 Bit, 2 Bits, 4 Bits, 8 Bits
Stencil Sample Counts 1 Bit, 2 Bits, 4 Bits, 8 Bits
Not Attached Sample Counts 1 Bit, 2 Bits, 4 Bits, 8 Bits

Color Attachments 8

Sample Counts for 2D-Images
Non-Int Color Format 1 Bit, 2 Bits, 4 Bits, 8 Bits
Int Color Format 1 Bit, 2 Bits, 4 Bits, 8 Bits
Depth Format 1 Bit, 2 Bits, 4 Bits, 8 Bits
Stencil Format 1 Bit, 2 Bits, 4 Bits, 8 Bits
Storage 1 Bit, 2 Bits, 4 Bits, 8 Bits

Max SampleMask Array Elements 1

Timestamps
Timestamp Queries Yes
Timestamp Period 10 ns

Max Clip Distances 8
Max Cull Distances 8
Max Clip & Cull Distances 8
Discrete Queue Priorities 2
Point Size Range 0 to 8191.875
Line Width Range 1 to 8191.875
Point Size Granularity 0.125
Line Width Granularity 0.125
Strict Line Rasterization No
Rasterizes with Standard Sample Locations Yes
Optimal Buffer Copy Offset Alignment 1
Optimal Buffer Copy Row Pitch Alignment 1
Non-Coherent Atom Size 128

Instance Extensions
VK_EXT_debug_report
VK_EXT_debug_utils
VK_EXT_swapchain_colorspace
VK_KHR_device_group_creation
VK_KHR_external_fence_capabilities
VK_KHR_external_memory_capabilities
VK_KHR_external_semaphore_capabilities
VK_KHR_get_physical_device_properties2
VK_KHR_get_surface_capabilities2
VK_KHR_portability_enumeration
VK_KHR_surface
VK_KHR_win32_surface
VK_LUNARG_direct_driver_loading

Device Extensions
VK_AMD_anti_lag
VK_AMD_buffer_marker
VK_AMD_device_coherent_memory
VK_AMD_display_native_hdr
VK_AMD_draw_indirect_count
VK_AMD_gcn_shader
VK_AMD_gpa_interface
VK_AMD_gpu_shader_half_float
VK_AMD_gpu_shader_int16
VK_AMD_memory_overallocation_behavior
VK_AMD_mixed_attachment_samples
VK_AMD_shader_ballot
VK_AMD_shader_core_properties
VK_AMD_shader_core_properties2
VK_AMD_shader_early_and_late_fragment_tests
VK_AMD_shader_explicit_vertex_parameter
VK_AMD_shader_fragment_mask
VK_AMD_shader_image_load_store_lod
VK_AMD_shader_info
VK_AMD_shader_trinary_minmax
VK_AMD_texture_gather_bias_lod
VK_EXT_4444_formats
VK_EXT_attachment_feedback_loop_layout
VK_EXT_border_color_swizzle
VK_EXT_calibrated_timestamps
VK_EXT_color_write_enable
VK_EXT_conditional_rendering
VK_EXT_conservative_rasterization
VK_EXT_custom_border_color
VK_EXT_depth_clamp_control
VK_EXT_depth_clamp_zero_one
VK_EXT_depth_clip_control
VK_EXT_depth_clip_enable
VK_EXT_depth_range_unrestricted
VK_EXT_descriptor_buffer
VK_EXT_descriptor_indexing
VK_EXT_device_address_binding_report
VK_EXT_device_fault
VK_EXT_device_generated_commands
VK_EXT_dynamic_rendering_unused_attachments
VK_EXT_extended_dynamic_state
VK_EXT_extended_dynamic_state2
VK_EXT_extended_dynamic_state3
VK_EXT_external_memory_host
VK_EXT_fragment_shader_interlock
VK_EXT_frame_boundary
VK_EXT_full_screen_exclusive
VK_EXT_global_priority
VK_EXT_global_priority_query
VK_EXT_graphics_pipeline_library
VK_EXT_hdr_metadata
VK_EXT_host_query_reset
VK_EXT_image_2d_view_of_3d
VK_EXT_image_robustness
VK_EXT_image_sliced_view_of_3d
VK_EXT_image_view_min_lod
VK_EXT_index_type_uint8
VK_EXT_inline_uniform_block
VK_EXT_line_rasterization
VK_EXT_load_store_op_none
VK_EXT_memory_budget
VK_EXT_memory_priority
VK_EXT_mesh_shader
VK_EXT_mutable_descriptor_type
VK_EXT_nested_command_buffer
VK_EXT_non_seamless_cube_map
VK_EXT_pageable_device_local_memory
VK_EXT_pipeline_creation_cache_control
VK_EXT_pipeline_creation_feedback
VK_EXT_pipeline_library_group_handles
VK_EXT_post_depth_coverage
VK_EXT_primitive_topology_list_restart
VK_EXT_private_data
VK_EXT_provoking_vertex
VK_EXT_queue_family_foreign
VK_EXT_robustness2
VK_EXT_sample_locations
VK_EXT_sampler_filter_minmax
VK_EXT_scalar_block_layout
VK_EXT_separate_stencil_usage
VK_EXT_shader_atomic_float
VK_EXT_shader_atomic_float2
VK_EXT_shader_demote_to_helper_invocation
VK_EXT_shader_image_atomic_int64
VK_EXT_shader_module_identifier
VK_EXT_shader_object
VK_EXT_shader_replicated_composites
VK_EXT_shader_stencil_export
VK_EXT_shader_subgroup_ballot
VK_EXT_shader_subgroup_vote
VK_EXT_shader_viewport_index_layer
VK_EXT_subgroup_size_control
VK_EXT_texel_buffer_alignment
VK_EXT_tooling_info
VK_EXT_transform_feedback
VK_EXT_vertex_attribute_divisor
VK_EXT_vertex_input_dynamic_state
VK_EXT_ycbcr_image_arrays
VK_GOOGLE_decorate_string
VK_GOOGLE_hlsl_functionality1
VK_GOOGLE_user_type
VK_KHR_16bit_storage
VK_KHR_8bit_storage
VK_KHR_acceleration_structure
VK_KHR_bind_memory2
VK_KHR_buffer_device_address
VK_KHR_calibrated_timestamps
VK_KHR_compute_shader_derivatives
VK_KHR_cooperative_matrix
VK_KHR_copy_commands2
VK_KHR_create_renderpass2
VK_KHR_dedicated_allocation
VK_KHR_deferred_host_operations
VK_KHR_depth_clamp_zero_one
VK_KHR_depth_stencil_resolve
VK_KHR_descriptor_update_template
VK_KHR_device_group
VK_KHR_draw_indirect_count
VK_KHR_driver_properties
VK_KHR_dynamic_rendering
VK_KHR_dynamic_rendering_local_read
VK_KHR_external_fence
VK_KHR_external_fence_win32
VK_KHR_external_memory
VK_KHR_external_memory_win32
VK_KHR_external_semaphore
VK_KHR_external_semaphore_win32
VK_KHR_format_feature_flags2
VK_KHR_fragment_shader_barycentric
VK_KHR_fragment_shading_rate
VK_KHR_get_memory_requirements2
VK_KHR_global_priority
VK_KHR_image_format_list
VK_KHR_imageless_framebuffer
VK_KHR_index_type_uint8
VK_KHR_line_rasterization
VK_KHR_load_store_op_none
VK_KHR_maintenance1
VK_KHR_maintenance2
VK_KHR_maintenance3
VK_KHR_maintenance4
VK_KHR_maintenance5
VK_KHR_maintenance6
VK_KHR_maintenance7
VK_KHR_maintenance8
VK_KHR_map_memory2
VK_KHR_multiview
VK_KHR_pipeline_binary
VK_KHR_pipeline_executable_properties
VK_KHR_pipeline_library
VK_KHR_push_descriptor
VK_KHR_ray_query
VK_KHR_ray_tracing_maintenance1
VK_KHR_ray_tracing_pipeline
VK_KHR_ray_tracing_position_fetch
VK_KHR_relaxed_block_layout
VK_KHR_robustness2
VK_KHR_sampler_mirror_clamp_to_edge
VK_KHR_sampler_ycbcr_conversion
VK_KHR_separate_depth_stencil_layouts
VK_KHR_shader_atomic_int64
VK_KHR_shader_clock
VK_KHR_shader_draw_parameters
VK_KHR_shader_expect_assume
VK_KHR_shader_float16_int8
VK_KHR_shader_float_controls
VK_KHR_shader_float_controls2
VK_KHR_shader_integer_dot_product
VK_KHR_shader_maximal_reconvergence
VK_KHR_shader_non_semantic_info
VK_KHR_shader_quad_control
VK_KHR_shader_subgroup_extended_types
VK_KHR_shader_subgroup_rotate
VK_KHR_shader_subgroup_uniform_control_flow
VK_KHR_shader_terminate_invocation
VK_KHR_spirv_1_4
VK_KHR_storage_buffer_storage_class
VK_KHR_swapchain
VK_KHR_swapchain_mutable_format
VK_KHR_synchronization2
VK_KHR_timeline_semaphore
VK_KHR_uniform_buffer_standard_layout
VK_KHR_variable_pointers
VK_KHR_vertex_attribute_divisor
VK_KHR_video_decode_av1
VK_KHR_video_decode_h264
VK_KHR_video_decode_h265
VK_KHR_video_decode_queue
VK_KHR_video_encode_h264
VK_KHR_video_encode_h265
VK_KHR_video_encode_queue
VK_KHR_video_maintenance1
VK_KHR_video_queue
VK_KHR_vulkan_memory_model
VK_KHR_win32_keyed_mutex
VK_KHR_workgroup_memory_explicit_layout
VK_KHR_zero_initialize_workgroup_memory
VK_VALVE_mutable_descriptor_type

Going for a precedent with Vega with a Radeon Vega 8, which is GCN 5.0, but this output won't be much different in a RX 580 either. We get the latest AMD Software: Adrenalin Edition ""26.2.1"" in Polaris and Vega (Actual Driver Version: 23.19.24-251211a-197843C-AMD-Software-Adrenalin-Edition), we can see and ever more long gone and formed gap with the Vulkan API Version being at 1.3.260 for years and the hardware is indeed capable of Vulkan 1.4, support for Vulkan 1.4 in GCN 3-5 that can be seen within Linux in the Mesa RADV driver.

This is the full full output of Vulkan version and extensions on this driver version in GPU-Z from the integrated Radeon Vega 8 as another example for anyone interested:


General
Version 1.3.260
Driver Version 2.0.279
Device Name AMD Radeon(TM) Graphics
Device Type Integrated GPU

Sparse Properties
Single-Sample 2D Sparse uses Standard Shapes Yes
Multi-Sample 2D Sparse uses Standard Shapes No
3D Sparse uses Standard Shapes Yes
Residency Aligned Mip Size No
Residency Non Resident Strict Yes

Memory
Memory 1 1792 MB
Device-Local
Memory 2 2759 MB
Host-Visible, Host-Coherent
Memory 3 256 MB
Device-Local, Host-Visible, Host-Coherent
Memory 4 2759 MB
Host-Visible, Host-Coherent, Host-Cached
Memory 5 1792 MB
Device-Local
Memory 6 2759 MB
Host-Visible, Host-Coherent
Memory 7 256 MB
Device-Local, Host-Visible, Host-Coherent
Memory 8 2759 MB
Host-Visible, Host-Coherent, Host-Cached
Memory 9 1792 MB
Device-Local
Memory 10 2759 MB
Host-Visible, Host-Coherent
Memory 11 256 MB
Device-Local, Host-Visible, Host-Coherent
Memory 12 2759 MB
Host-Visible, Host-Coherent, Host-Cached
Memory 13 1792 MB
Device-Local
Memory 14 2759 MB
Host-Visible, Host-Coherent
Memory 15 256 MB
Device-Local, Host-Visible, Host-Coherent
Memory 16 2759 MB
Host-Visible, Host-Coherent, Host-Cached

Queue Families
Family 1 Capabilities Graphics, Compute, Transfer, Sparse Resources
Family 1 Queue Count 1
Family 1 Timestamp Bits 64
Family 1 Image Transfer Granularity 1 x 1 x 1
Family 2 Capabilities Compute, Transfer, Sparse Resources
Family 2 Queue Count 2
Family 2 Timestamp Bits 64
Family 2 Image Transfer Granularity 1 x 1 x 1
Family 3 Capabilities Transfer, Sparse Resources
Family 3 Queue Count 1
Family 3 Timestamp Bits 64
Family 3 Image Transfer Granularity 16 x 16 x 8

Device Features
Bounds-checked Buffer Accesses Yes
Indexed Draw Calls Full 32-Bit Range Yes
Cube Array Image Views Yes
Independent Blend Yes
Geometry Shaders Yes
Tessellation Yes
Per-Sample Shading & Multisample Interpolation Yes
Blend Ops with two Sources Yes
Logic Operations Yes
Multi Draw Indirect Yes
Indirect Draw Calls w/ firstInstance Yes
Depth Clamping Yes
Depth Bias Clamping Yes
Point & Wireframe Fill Modes Yes
Depth Bounds Tests Yes
Line Width other than 1.0 Yes
Point Sizes other than 1.0 Yes
Alpha-to-One No
Multiple Viewports Yes
Anisotropic Filtering Yes

Texture Formats
ETC2 & EAC Compressed Textures No
ASTC LDR Compressed Textures No
BC Compressed Textures Yes

Precise Occlusion Queries Yes
Pipeline Statistics Queries Yes
Stores & Atomics (Vertex/Tesselation/Geometry Shaders) Yes
Stores & Atomics (Fragment Shaders) Yes
PointSize in Tesselation & Geometry Yes
Extended Image Gather Ops Yes
Extended Storage Image Formats Yes
Multisampled Storage Images Yes
Storage Image Read w/o Format Yes
Storage Image Write w/o Format Yes

Dynamic Indexing
Into Uniform Buffer Arrays Yes
Into Sampled Image Arrays Yes
Into Storage Buffer Arrays Yes
Into Storage Image Arrays Yes

Shader Code Features
Clip Distances Yes
Cull Distances Yes
Float64 Yes
Int64 Yes
Int16 Yes
Return Residency Information Yes
Specify min LOD Yes

Sparse Binding Yes
Sparse Residency Buffer Yes
Sparse Residency Image2D Yes
Sparse Residency Image3D Yes
Sparse Residency Image2D (2 samples per Pixel) No
Sparse Residency Image2D (4 samples per Pixel) No
Sparse Residency Image2D (8 samples per Pixel) No
Sparse Residency Image2D (16 samples per Pixel) No
Access Data Aliased into Multiple Locations Yes
Variable Multisample Rate Yes
Execute Secondary Command Buffers Yes

Limits
Dimension 1D 16384
Dimension 2D 16384
Dimension 3D 2048
Dimension Cube 16384
Image Array Layers 2048
Texel Buffer Elements 4294967295
Uniform Buffer Range 4294967295
Storage Buffer Range 4294967295
Push Constants Size 128
Memory Allocation Limit 4096
Max Samplers 1048576
Buffer Image Granularity 1
Address Space for Sparse Resources 44 Bits
Max Bound Descriptor Sets 32

Shader Stage Limits
Max Samplers 4294967295
Max Uniform Buffers 4294967295
Max Storage Buffers 4294967295
Max Sampled Images 4294967295
Max Storage Images 4294967295
Max Input Attachments 4294967295
Max Resources 4294967295

Descriptor Binding Limits
Max Samplers 4294967295
Max Uniform Buffers 4294967295
Max Dynamic Uniform Buffers 8
Max Storage Buffers 4294967295
Max Dynamic Storage Buffers 8
Max Sampled Images 4294967295
Max Storage Images 4294967295
Max Input Attachments 4294967295

Max Vertex Input Attributes per Pipeline 64
Max Vertex Input Bindings per Pipeline 32
Max Vertex Input Attribute Offset 4294967295
Max Vertex Input Binding Stride 16383
Max Vertex Output Components 128

Tessellator Limits
Tesselation Generation Level 64
Tesselation Patch Size 32 Vertices
Components per Vertex Input (Control) 128
Components per Vertex Output (Control) 128
Compoents per Patch Output (Control) 120
Components Output Total (Control) 4096
Components per Vertex Input (Eval) 128
Components per Vertex Output (Eval) 128

Geometry Shader Limits
Max invocation Count 127
Components Input 128
Components Output 128
Vertices Output 1023
Components Output Total 4095

Fragment Shader Limits
Components Input 128
Output Attachments 8
Dual Src Attachments 1
Combined Resources Output 4294967295

Compute Shader Limits
Shared Memory Size 32768 Bytes
Workgroup Count 4294967295 / 65535 / 65535
Workgroup Invocations 1024
Workgroup Size 1024

Subpixel Precision 8 bits
Subtexel Precision 8 bits
Mipmap Precision 8 bits
Highest Indexed Draw Call Index 4294967295
Max Draw Count for Indirect Draw Calls 4294967295
Max Sampler LOD Bias 16
Max Sampler Anisotropy 16

Viewports
Number of Viewports 16
Viewport Dimensions 16384 x 16384
Viewport Bounds -32768 x 32767
Viewport Subpixel Bits 8

Memory Map Alignment 64 Bytes
Texel Buffer Alignment 4
Uniform Buffer Alignment 16
Storage Buffer Alignment 4
Sample/Fetch Offsets -64 to 63
Gather Offsets -32 to 31
Interpolate Offsets -2 to 1
Subpixel Interpolation Offsets 8 Bits
Framebuffer 16384 x 16384
Framebuffer Layers 2048

Framebuffer Sampling
Color Sample Counts 1 Bit, 2 Bits, 4 Bits, 8 Bits
Depth Sample Counts 1 Bit, 2 Bits, 4 Bits, 8 Bits
Stencil Sample Counts 1 Bit, 2 Bits, 4 Bits, 8 Bits
Not Attached Sample Counts 1 Bit, 2 Bits, 4 Bits, 8 Bits

Color Attachments 8

Sample Counts for 2D-Images
Non-Int Color Format 1 Bit, 2 Bits, 4 Bits, 8 Bits
Int Color Format 1 Bit, 2 Bits, 4 Bits, 8 Bits
Depth Format 1 Bit, 2 Bits, 4 Bits, 8 Bits
Stencil Format 1 Bit, 2 Bits, 4 Bits, 8 Bits
Storage 1 Bit, 2 Bits, 4 Bits, 8 Bits

Max SampleMask Array Elements 1

Timestamps
Timestamp Queries Yes
Timestamp Period 40 ns

Max Clip Distances 8
Max Cull Distances 8
Max Clip & Cull Distances 8
Discrete Queue Priorities 2
Point Size Range 0 to 8191.875
Line Width Range 0 to 8191.875
Point Size Granularity 0.125
Line Width Granularity 0.125
Strict Line Rasterization No
Rasterizes with Standard Sample Locations Yes
Optimal Buffer Copy Offset Alignment 1
Optimal Buffer Copy Row Pitch Alignment 1
Non-Coherent Atom Size 128

Instance Extensions
VK_EXT_debug_report
VK_EXT_debug_utils
VK_EXT_swapchain_colorspace
VK_KHR_device_group_creation
VK_KHR_external_fence_capabilities
VK_KHR_external_memory_capabilities
VK_KHR_external_semaphore_capabilities
VK_KHR_get_physical_device_properties2
VK_KHR_get_surface_capabilities2
VK_KHR_portability_enumeration
VK_KHR_surface
VK_KHR_win32_surface
VK_LUNARG_direct_driver_loading

Device Extensions
VK_AMD_buffer_marker
VK_AMD_calibrated_timestamps
VK_AMD_device_coherent_memory
VK_AMD_display_native_hdr
VK_AMD_draw_indirect_count
VK_AMD_gcn_shader
VK_AMD_gpa_interface
VK_AMD_gpu_shader_half_float
VK_AMD_gpu_shader_int16
VK_AMD_memory_overallocation_behavior
VK_AMD_mixed_attachment_samples
VK_AMD_rasterization_order
VK_AMD_shader_ballot
VK_AMD_shader_core_properties
VK_AMD_shader_core_properties2
VK_AMD_shader_early_and_late_fragment_tests
VK_AMD_shader_explicit_vertex_parameter
VK_AMD_shader_fragment_mask
VK_AMD_shader_image_load_store_lod
VK_AMD_shader_info
VK_AMD_shader_trinary_minmax
VK_AMD_texture_gather_bias_lod
VK_EXT_4444_formats
VK_EXT_attachment_feedback_loop_layout
VK_EXT_calibrated_timestamps
VK_EXT_color_write_enable
VK_EXT_conditional_rendering
VK_EXT_conservative_rasterization
VK_EXT_custom_border_color
VK_EXT_depth_clamp_zero_one
VK_EXT_depth_clip_control
VK_EXT_depth_clip_enable
VK_EXT_depth_range_unrestricted
VK_EXT_descriptor_buffer
VK_EXT_descriptor_indexing
VK_EXT_device_address_binding_report
VK_EXT_device_fault
VK_EXT_dynamic_rendering_unused_attachments
VK_EXT_extended_dynamic_state
VK_EXT_extended_dynamic_state2
VK_EXT_extended_dynamic_state3
VK_EXT_external_memory_host
VK_EXT_full_screen_exclusive
VK_EXT_global_priority
VK_EXT_global_priority_query
VK_EXT_hdr_metadata
VK_EXT_host_query_reset
VK_EXT_image_robustness
VK_EXT_image_view_min_lod
VK_EXT_index_type_uint8
VK_EXT_inline_uniform_block
VK_EXT_line_rasterization
VK_EXT_load_store_op_none
VK_EXT_memory_budget
VK_EXT_memory_priority
VK_EXT_mutable_descriptor_type
VK_EXT_non_seamless_cube_map
VK_EXT_pageable_device_local_memory
VK_EXT_pipeline_creation_cache_control
VK_EXT_pipeline_creation_feedback
VK_EXT_primitive_topology_list_restart
VK_EXT_private_data
VK_EXT_provoking_vertex
VK_EXT_queue_family_foreign
VK_EXT_robustness2
VK_EXT_sample_locations
VK_EXT_sampler_filter_minmax
VK_EXT_scalar_block_layout
VK_EXT_separate_stencil_usage
VK_EXT_shader_atomic_float
VK_EXT_shader_demote_to_helper_invocation
VK_EXT_shader_image_atomic_int64
VK_EXT_shader_module_identifier
VK_EXT_shader_stencil_export
VK_EXT_shader_subgroup_ballot
VK_EXT_shader_subgroup_vote
VK_EXT_shader_viewport_index_layer
VK_EXT_subgroup_size_control
VK_EXT_texel_buffer_alignment
VK_EXT_tooling_info
VK_EXT_transform_feedback
VK_EXT_vertex_attribute_divisor
VK_EXT_vertex_input_dynamic_state
VK_EXT_ycbcr_image_arrays
VK_GOOGLE_decorate_string
VK_GOOGLE_hlsl_functionality1
VK_GOOGLE_user_type
VK_KHR_16bit_storage
VK_KHR_8bit_storage
VK_KHR_bind_memory2
VK_KHR_buffer_device_address
VK_KHR_copy_commands2
VK_KHR_create_renderpass2
VK_KHR_dedicated_allocation
VK_KHR_depth_stencil_resolve
VK_KHR_descriptor_update_template
VK_KHR_device_group
VK_KHR_draw_indirect_count
VK_KHR_driver_properties
VK_KHR_dynamic_rendering
VK_KHR_external_fence
VK_KHR_external_fence_win32
VK_KHR_external_memory
VK_KHR_external_memory_win32
VK_KHR_external_semaphore
VK_KHR_external_semaphore_win32
VK_KHR_format_feature_flags2
VK_KHR_fragment_shader_barycentric
VK_KHR_get_memory_requirements2
VK_KHR_global_priority
VK_KHR_image_format_list
VK_KHR_imageless_framebuffer
VK_KHR_maintenance1
VK_KHR_maintenance2
VK_KHR_maintenance3
VK_KHR_maintenance4
VK_KHR_map_memory2
VK_KHR_multiview
VK_KHR_pipeline_executable_properties
VK_KHR_pipeline_library
VK_KHR_push_descriptor
VK_KHR_relaxed_block_layout
VK_KHR_sampler_mirror_clamp_to_edge
VK_KHR_sampler_ycbcr_conversion
VK_KHR_separate_depth_stencil_layouts
VK_KHR_shader_atomic_int64
VK_KHR_shader_clock
VK_KHR_shader_draw_parameters
VK_KHR_shader_float16_int8
VK_KHR_shader_float_controls
VK_KHR_shader_integer_dot_product
VK_KHR_shader_non_semantic_info
VK_KHR_shader_subgroup_extended_types
VK_KHR_shader_subgroup_uniform_control_flow
VK_KHR_shader_terminate_invocation
VK_KHR_spirv_1_4
VK_KHR_storage_buffer_storage_class
VK_KHR_swapchain
VK_KHR_swapchain_mutable_format
VK_KHR_synchronization2
VK_KHR_timeline_semaphore
VK_KHR_uniform_buffer_standard_layout
VK_KHR_variable_pointers
VK_KHR_vulkan_memory_model
VK_KHR_win32_keyed_mutex
VK_KHR_workgroup_memory_explicit_layout
VK_KHR_zero_initialize_workgroup_memory
VK_VALVE_mutable_descriptor_type

This is something that actually kind of bothers me and eventually as the gap gets bigger will actually affect me in some ways, of course I'm not saying that it will affect everyone is up to usage and it is only one example of things regarding AMD not really updating things on those branches anymore.

But if AMD can't provide a product that fullfills my needs in this with enough long support for this that covers my needs, and a lot of recent decissions don't give me much hope of how RDNA3 will be managed in the future within Windows, I would just go for a different set of products from other companies that actually can fullfill and offer me whay my usage and needs require personally and in this case a support for such things like these in a period of time I personally see more sane and fair. And I invite anyone in the same way to decide what they choice so usually based on their usage and needs too regardless of company, wether that's NVIDIA, AMD, etc.
Posted on Reply
#86
AusWolf
RulumiI'm not misuderstanding anything, AMD is indeed giving app bugfixes in a more timely manner than Polaris and Vega right now (that sometimes won't see those fixes in several months usually) like that recent Chromium bug they listed in November or December for RX 5000 and RX 6000 I think and I guess some game profiles updates, but they are not really updating any of the API and extensions parts anymore. And also these more timely updates are after all the backlash and until they personally see it need "as required by market needs".

In the latest AMD Software: Adrenalin Edition ""26.2.1"" in RDNA1/RDNA2 (Actual Driver Version: 25.10.41.05-260205a1-198281E-AMD-Software-Adrenalin-Edition) and that's different from 23.30 branch in RDNA3 and RDNA4, Vulkan can already be seen to be getting behind those already. Vulkan API Version is 1.4.315 in the 25.10 and I don't think AMD is going to update anything regarding it on Window again.

This is the full output of Vulkan version and extensions on this driver version in GPU-Z on a RX 6650 XT as an example, compared to RDNA3 and RDNA4 a gap has already started to form:


General
Version 1.4.315
Driver Version 2.0.353
Device Name AMD Radeon RX 6650 XT
Device Type Discrete GPU

Sparse Properties
Single-Sample 2D Sparse uses Standard Shapes Yes
Multi-Sample 2D Sparse uses Standard Shapes No
3D Sparse uses Standard Shapes Yes
Residency Aligned Mip Size No
Residency Non Resident Strict Yes

Memory
Memory 1 8176 MB
Device-Local
Memory 2 16045 MB
Host-Visible, Host-Coherent
Memory 3 8176 MB
Device-Local, Host-Visible, Host-Coherent
Memory 4 16045 MB
Host-Visible, Host-Coherent, Host-Cached
Memory 5 8176 MB
Device-Local
Memory 6 16045 MB
Host-Visible, Host-Coherent
Memory 7 8176 MB
Device-Local, Host-Visible, Host-Coherent
Memory 8 16045 MB
Host-Visible, Host-Coherent, Host-Cached
Memory 9 8176 MB
Device-Local
Memory 10 16045 MB
Host-Visible, Host-Coherent
Memory 11 8176 MB
Device-Local, Host-Visible, Host-Coherent
Memory 12 16045 MB
Host-Visible, Host-Coherent, Host-Cached
Memory 13 8176 MB
Device-Local
Memory 14 16045 MB
Host-Visible, Host-Coherent
Memory 15 8176 MB
Device-Local, Host-Visible, Host-Coherent
Memory 16 16045 MB
Host-Visible, Host-Coherent, Host-Cached

Queue Families
Family 1 Capabilities Graphics, Compute, Transfer, Sparse Resources
Family 1 Queue Count 8
Family 1 Timestamp Bits 64
Family 1 Image Transfer Granularity 1 x 1 x 1
Family 2 Capabilities Compute, Transfer, Sparse Resources
Family 2 Queue Count 4
Family 2 Timestamp Bits 64
Family 2 Image Transfer Granularity 1 x 1 x 1
Family 3 Capabilities Transfer, Sparse Resources
Family 3 Queue Count 2
Family 3 Timestamp Bits 64
Family 3 Image Transfer Granularity 16 x 16 x 8
Family 4 Capabilities
Family 4 Queue Count 1
Family 4 Timestamp Bits 0
Family 4 Image Transfer Granularity 0 x 0 x 0
Family 5 Capabilities
Family 5 Queue Count 1
Family 5 Timestamp Bits 0
Family 5 Image Transfer Granularity 0 x 0 x 0

Device Features
Bounds-checked Buffer Accesses Yes
Indexed Draw Calls Full 32-Bit Range Yes
Cube Array Image Views Yes
Independent Blend Yes
Geometry Shaders Yes
Tessellation Yes
Per-Sample Shading & Multisample Interpolation Yes
Blend Ops with two Sources Yes
Logic Operations Yes
Multi Draw Indirect Yes
Indirect Draw Calls w/ firstInstance Yes
Depth Clamping Yes
Depth Bias Clamping Yes
Point & Wireframe Fill Modes Yes
Depth Bounds Tests Yes
Line Width other than 1.0 Yes
Point Sizes other than 1.0 Yes
Alpha-to-One No
Multiple Viewports Yes
Anisotropic Filtering Yes

Texture Formats
ETC2 & EAC Compressed Textures No
ASTC LDR Compressed Textures No
BC Compressed Textures Yes

Precise Occlusion Queries Yes
Pipeline Statistics Queries Yes
Stores & Atomics (Vertex/Tesselation/Geometry Shaders) Yes
Stores & Atomics (Fragment Shaders) Yes
PointSize in Tesselation & Geometry Yes
Extended Image Gather Ops Yes
Extended Storage Image Formats Yes
Multisampled Storage Images Yes
Storage Image Read w/o Format Yes
Storage Image Write w/o Format Yes

Dynamic Indexing
Into Uniform Buffer Arrays Yes
Into Sampled Image Arrays Yes
Into Storage Buffer Arrays Yes
Into Storage Image Arrays Yes

Shader Code Features
Clip Distances Yes
Cull Distances Yes
Float64 Yes
Int64 Yes
Int16 Yes
Return Residency Information Yes
Specify min LOD Yes

Sparse Binding Yes
Sparse Residency Buffer Yes
Sparse Residency Image2D Yes
Sparse Residency Image3D Yes
Sparse Residency Image2D (2 samples per Pixel) No
Sparse Residency Image2D (4 samples per Pixel) No
Sparse Residency Image2D (8 samples per Pixel) No
Sparse Residency Image2D (16 samples per Pixel) No
Access Data Aliased into Multiple Locations Yes
Variable Multisample Rate Yes
Execute Secondary Command Buffers Yes

Limits
Dimension 1D 16384
Dimension 2D 16384
Dimension 3D 8192
Dimension Cube 16384
Image Array Layers 8192
Texel Buffer Elements 4294967295
Uniform Buffer Range 4294967295
Storage Buffer Range 4294967295
Push Constants Size 256
Memory Allocation Limit 4294967295
Max Samplers 1048576
Buffer Image Granularity 1
Address Space for Sparse Resources 47 Bits
Max Bound Descriptor Sets 32

Shader Stage Limits
Max Samplers 4294967295
Max Uniform Buffers 4294967295
Max Storage Buffers 4294967295
Max Sampled Images 4294967295
Max Storage Images 4294967295
Max Input Attachments 4294967295
Max Resources 4294967295

Descriptor Binding Limits
Max Samplers 4294967295
Max Uniform Buffers 4294967295
Max Dynamic Uniform Buffers 8
Max Storage Buffers 4294967295
Max Dynamic Storage Buffers 8
Max Sampled Images 4294967295
Max Storage Images 4294967295
Max Input Attachments 4294967295

Max Vertex Input Attributes per Pipeline 64
Max Vertex Input Bindings per Pipeline 32
Max Vertex Input Attribute Offset 4294967295
Max Vertex Input Binding Stride 16383
Max Vertex Output Components 128

Tessellator Limits
Tesselation Generation Level 64
Tesselation Patch Size 32 Vertices
Components per Vertex Input (Control) 128
Components per Vertex Output (Control) 128
Compoents per Patch Output (Control) 120
Components Output Total (Control) 4096
Components per Vertex Input (Eval) 128
Components per Vertex Output (Eval) 128

Geometry Shader Limits
Max invocation Count 126
Components Input 128
Components Output 128
Vertices Output 1023
Components Output Total 4095

Fragment Shader Limits
Components Input 128
Output Attachments 8
Dual Src Attachments 1
Combined Resources Output 4294967295

Compute Shader Limits
Shared Memory Size 32768 Bytes
Workgroup Count 4294967295 / 65535 / 65535
Workgroup Invocations 1024
Workgroup Size 1024

Subpixel Precision 8 bits
Subtexel Precision 8 bits
Mipmap Precision 8 bits
Highest Indexed Draw Call Index 4294967295
Max Draw Count for Indirect Draw Calls 4294967295
Max Sampler LOD Bias 16
Max Sampler Anisotropy 16

Viewports
Number of Viewports 16
Viewport Dimensions 16384 x 16384
Viewport Bounds -32768 x 32767
Viewport Subpixel Bits 8

Memory Map Alignment 64 Bytes
Texel Buffer Alignment 4
Uniform Buffer Alignment 16
Storage Buffer Alignment 4
Sample/Fetch Offsets -64 to 63
Gather Offsets -32 to 31
Interpolate Offsets -2 to 1
Subpixel Interpolation Offsets 8 Bits
Framebuffer 16384 x 16384
Framebuffer Layers 8192

Framebuffer Sampling
Color Sample Counts 1 Bit, 2 Bits, 4 Bits, 8 Bits
Depth Sample Counts 1 Bit, 2 Bits, 4 Bits, 8 Bits
Stencil Sample Counts 1 Bit, 2 Bits, 4 Bits, 8 Bits
Not Attached Sample Counts 1 Bit, 2 Bits, 4 Bits, 8 Bits

Color Attachments 8

Sample Counts for 2D-Images
Non-Int Color Format 1 Bit, 2 Bits, 4 Bits, 8 Bits
Int Color Format 1 Bit, 2 Bits, 4 Bits, 8 Bits
Depth Format 1 Bit, 2 Bits, 4 Bits, 8 Bits
Stencil Format 1 Bit, 2 Bits, 4 Bits, 8 Bits
Storage 1 Bit, 2 Bits, 4 Bits, 8 Bits

Max SampleMask Array Elements 1

Timestamps
Timestamp Queries Yes
Timestamp Period 10 ns

Max Clip Distances 8
Max Cull Distances 8
Max Clip & Cull Distances 8
Discrete Queue Priorities 2
Point Size Range 0 to 8191.875
Line Width Range 1 to 8191.875
Point Size Granularity 0.125
Line Width Granularity 0.125
Strict Line Rasterization No
Rasterizes with Standard Sample Locations Yes
Optimal Buffer Copy Offset Alignment 1
Optimal Buffer Copy Row Pitch Alignment 1
Non-Coherent Atom Size 128

Instance Extensions
VK_EXT_debug_report
VK_EXT_debug_utils
VK_EXT_swapchain_colorspace
VK_KHR_device_group_creation
VK_KHR_external_fence_capabilities
VK_KHR_external_memory_capabilities
VK_KHR_external_semaphore_capabilities
VK_KHR_get_physical_device_properties2
VK_KHR_get_surface_capabilities2
VK_KHR_portability_enumeration
VK_KHR_surface
VK_KHR_win32_surface
VK_LUNARG_direct_driver_loading

Device Extensions
VK_AMD_anti_lag
VK_AMD_buffer_marker
VK_AMD_device_coherent_memory
VK_AMD_display_native_hdr
VK_AMD_draw_indirect_count
VK_AMD_gcn_shader
VK_AMD_gpa_interface
VK_AMD_gpu_shader_half_float
VK_AMD_gpu_shader_int16
VK_AMD_memory_overallocation_behavior
VK_AMD_mixed_attachment_samples
VK_AMD_shader_ballot
VK_AMD_shader_core_properties
VK_AMD_shader_core_properties2
VK_AMD_shader_early_and_late_fragment_tests
VK_AMD_shader_explicit_vertex_parameter
VK_AMD_shader_fragment_mask
VK_AMD_shader_image_load_store_lod
VK_AMD_shader_info
VK_AMD_shader_trinary_minmax
VK_AMD_texture_gather_bias_lod
VK_EXT_4444_formats
VK_EXT_attachment_feedback_loop_layout
VK_EXT_border_color_swizzle
VK_EXT_calibrated_timestamps
VK_EXT_color_write_enable
VK_EXT_conditional_rendering
VK_EXT_conservative_rasterization
VK_EXT_custom_border_color
VK_EXT_depth_clamp_control
VK_EXT_depth_clamp_zero_one
VK_EXT_depth_clip_control
VK_EXT_depth_clip_enable
VK_EXT_depth_range_unrestricted
VK_EXT_descriptor_buffer
VK_EXT_descriptor_indexing
VK_EXT_device_address_binding_report
VK_EXT_device_fault
VK_EXT_device_generated_commands
VK_EXT_dynamic_rendering_unused_attachments
VK_EXT_extended_dynamic_state
VK_EXT_extended_dynamic_state2
VK_EXT_extended_dynamic_state3
VK_EXT_external_memory_host
VK_EXT_fragment_shader_interlock
VK_EXT_frame_boundary
VK_EXT_full_screen_exclusive
VK_EXT_global_priority
VK_EXT_global_priority_query
VK_EXT_graphics_pipeline_library
VK_EXT_hdr_metadata
VK_EXT_host_query_reset
VK_EXT_image_2d_view_of_3d
VK_EXT_image_robustness
VK_EXT_image_sliced_view_of_3d
VK_EXT_image_view_min_lod
VK_EXT_index_type_uint8
VK_EXT_inline_uniform_block
VK_EXT_line_rasterization
VK_EXT_load_store_op_none
VK_EXT_memory_budget
VK_EXT_memory_priority
VK_EXT_mesh_shader
VK_EXT_mutable_descriptor_type
VK_EXT_nested_command_buffer
VK_EXT_non_seamless_cube_map
VK_EXT_pageable_device_local_memory
VK_EXT_pipeline_creation_cache_control
VK_EXT_pipeline_creation_feedback
VK_EXT_pipeline_library_group_handles
VK_EXT_post_depth_coverage
VK_EXT_primitive_topology_list_restart
VK_EXT_private_data
VK_EXT_provoking_vertex
VK_EXT_queue_family_foreign
VK_EXT_robustness2
VK_EXT_sample_locations
VK_EXT_sampler_filter_minmax
VK_EXT_scalar_block_layout
VK_EXT_separate_stencil_usage
VK_EXT_shader_atomic_float
VK_EXT_shader_atomic_float2
VK_EXT_shader_demote_to_helper_invocation
VK_EXT_shader_image_atomic_int64
VK_EXT_shader_module_identifier
VK_EXT_shader_object
VK_EXT_shader_replicated_composites
VK_EXT_shader_stencil_export
VK_EXT_shader_subgroup_ballot
VK_EXT_shader_subgroup_vote
VK_EXT_shader_viewport_index_layer
VK_EXT_subgroup_size_control
VK_EXT_texel_buffer_alignment
VK_EXT_tooling_info
VK_EXT_transform_feedback
VK_EXT_vertex_attribute_divisor
VK_EXT_vertex_input_dynamic_state
VK_EXT_ycbcr_image_arrays
VK_GOOGLE_decorate_string
VK_GOOGLE_hlsl_functionality1
VK_GOOGLE_user_type
VK_KHR_16bit_storage
VK_KHR_8bit_storage
VK_KHR_acceleration_structure
VK_KHR_bind_memory2
VK_KHR_buffer_device_address
VK_KHR_calibrated_timestamps
VK_KHR_compute_shader_derivatives
VK_KHR_cooperative_matrix
VK_KHR_copy_commands2
VK_KHR_create_renderpass2
VK_KHR_dedicated_allocation
VK_KHR_deferred_host_operations
VK_KHR_depth_clamp_zero_one
VK_KHR_depth_stencil_resolve
VK_KHR_descriptor_update_template
VK_KHR_device_group
VK_KHR_draw_indirect_count
VK_KHR_driver_properties
VK_KHR_dynamic_rendering
VK_KHR_dynamic_rendering_local_read
VK_KHR_external_fence
VK_KHR_external_fence_win32
VK_KHR_external_memory
VK_KHR_external_memory_win32
VK_KHR_external_semaphore
VK_KHR_external_semaphore_win32
VK_KHR_format_feature_flags2
VK_KHR_fragment_shader_barycentric
VK_KHR_fragment_shading_rate
VK_KHR_get_memory_requirements2
VK_KHR_global_priority
VK_KHR_image_format_list
VK_KHR_imageless_framebuffer
VK_KHR_index_type_uint8
VK_KHR_line_rasterization
VK_KHR_load_store_op_none
VK_KHR_maintenance1
VK_KHR_maintenance2
VK_KHR_maintenance3
VK_KHR_maintenance4
VK_KHR_maintenance5
VK_KHR_maintenance6
VK_KHR_maintenance7
VK_KHR_maintenance8
VK_KHR_map_memory2
VK_KHR_multiview
VK_KHR_pipeline_binary
VK_KHR_pipeline_executable_properties
VK_KHR_pipeline_library
VK_KHR_push_descriptor
VK_KHR_ray_query
VK_KHR_ray_tracing_maintenance1
VK_KHR_ray_tracing_pipeline
VK_KHR_ray_tracing_position_fetch
VK_KHR_relaxed_block_layout
VK_KHR_robustness2
VK_KHR_sampler_mirror_clamp_to_edge
VK_KHR_sampler_ycbcr_conversion
VK_KHR_separate_depth_stencil_layouts
VK_KHR_shader_atomic_int64
VK_KHR_shader_clock
VK_KHR_shader_draw_parameters
VK_KHR_shader_expect_assume
VK_KHR_shader_float16_int8
VK_KHR_shader_float_controls
VK_KHR_shader_float_controls2
VK_KHR_shader_integer_dot_product
VK_KHR_shader_maximal_reconvergence
VK_KHR_shader_non_semantic_info
VK_KHR_shader_quad_control
VK_KHR_shader_subgroup_extended_types
VK_KHR_shader_subgroup_rotate
VK_KHR_shader_subgroup_uniform_control_flow
VK_KHR_shader_terminate_invocation
VK_KHR_spirv_1_4
VK_KHR_storage_buffer_storage_class
VK_KHR_swapchain
VK_KHR_swapchain_mutable_format
VK_KHR_synchronization2
VK_KHR_timeline_semaphore
VK_KHR_uniform_buffer_standard_layout
VK_KHR_variable_pointers
VK_KHR_vertex_attribute_divisor
VK_KHR_video_decode_av1
VK_KHR_video_decode_h264
VK_KHR_video_decode_h265
VK_KHR_video_decode_queue
VK_KHR_video_encode_h264
VK_KHR_video_encode_h265
VK_KHR_video_encode_queue
VK_KHR_video_maintenance1
VK_KHR_video_queue
VK_KHR_vulkan_memory_model
VK_KHR_win32_keyed_mutex
VK_KHR_workgroup_memory_explicit_layout
VK_KHR_zero_initialize_workgroup_memory
VK_VALVE_mutable_descriptor_type

Going for a precedent with Vega with a Radeon Vega 8, which is GCN 5.0, but this output won't be much different in a RX 580 either. We get the latest AMD Software: Adrenalin Edition ""26.2.1"" in Polaris and Vega (Actual Driver Version: 23.19.24-251211a-197843C-AMD-Software-Adrenalin-Edition), we can see and ever more long gone and formed gap with the Vulkan API Version being at 1.3.260 for years and the hardware is indeed capable of Vulkan 1.4, support for Vulkan 1.4 in GCN 3-5 that can be seen within Linux in the Mesa RADV driver.

This is the full full output of Vulkan version and extensions on this driver version in GPU-Z from the integrated Radeon Vega 8 as another example for anyone interested:


General
Version 1.3.260
Driver Version 2.0.279
Device Name AMD Radeon(TM) Graphics
Device Type Integrated GPU

Sparse Properties
Single-Sample 2D Sparse uses Standard Shapes Yes
Multi-Sample 2D Sparse uses Standard Shapes No
3D Sparse uses Standard Shapes Yes
Residency Aligned Mip Size No
Residency Non Resident Strict Yes

Memory
Memory 1 1792 MB
Device-Local
Memory 2 2759 MB
Host-Visible, Host-Coherent
Memory 3 256 MB
Device-Local, Host-Visible, Host-Coherent
Memory 4 2759 MB
Host-Visible, Host-Coherent, Host-Cached
Memory 5 1792 MB
Device-Local
Memory 6 2759 MB
Host-Visible, Host-Coherent
Memory 7 256 MB
Device-Local, Host-Visible, Host-Coherent
Memory 8 2759 MB
Host-Visible, Host-Coherent, Host-Cached
Memory 9 1792 MB
Device-Local
Memory 10 2759 MB
Host-Visible, Host-Coherent
Memory 11 256 MB
Device-Local, Host-Visible, Host-Coherent
Memory 12 2759 MB
Host-Visible, Host-Coherent, Host-Cached
Memory 13 1792 MB
Device-Local
Memory 14 2759 MB
Host-Visible, Host-Coherent
Memory 15 256 MB
Device-Local, Host-Visible, Host-Coherent
Memory 16 2759 MB
Host-Visible, Host-Coherent, Host-Cached

Queue Families
Family 1 Capabilities Graphics, Compute, Transfer, Sparse Resources
Family 1 Queue Count 1
Family 1 Timestamp Bits 64
Family 1 Image Transfer Granularity 1 x 1 x 1
Family 2 Capabilities Compute, Transfer, Sparse Resources
Family 2 Queue Count 2
Family 2 Timestamp Bits 64
Family 2 Image Transfer Granularity 1 x 1 x 1
Family 3 Capabilities Transfer, Sparse Resources
Family 3 Queue Count 1
Family 3 Timestamp Bits 64
Family 3 Image Transfer Granularity 16 x 16 x 8

Device Features
Bounds-checked Buffer Accesses Yes
Indexed Draw Calls Full 32-Bit Range Yes
Cube Array Image Views Yes
Independent Blend Yes
Geometry Shaders Yes
Tessellation Yes
Per-Sample Shading & Multisample Interpolation Yes
Blend Ops with two Sources Yes
Logic Operations Yes
Multi Draw Indirect Yes
Indirect Draw Calls w/ firstInstance Yes
Depth Clamping Yes
Depth Bias Clamping Yes
Point & Wireframe Fill Modes Yes
Depth Bounds Tests Yes
Line Width other than 1.0 Yes
Point Sizes other than 1.0 Yes
Alpha-to-One No
Multiple Viewports Yes
Anisotropic Filtering Yes

Texture Formats
ETC2 & EAC Compressed Textures No
ASTC LDR Compressed Textures No
BC Compressed Textures Yes

Precise Occlusion Queries Yes
Pipeline Statistics Queries Yes
Stores & Atomics (Vertex/Tesselation/Geometry Shaders) Yes
Stores & Atomics (Fragment Shaders) Yes
PointSize in Tesselation & Geometry Yes
Extended Image Gather Ops Yes
Extended Storage Image Formats Yes
Multisampled Storage Images Yes
Storage Image Read w/o Format Yes
Storage Image Write w/o Format Yes

Dynamic Indexing
Into Uniform Buffer Arrays Yes
Into Sampled Image Arrays Yes
Into Storage Buffer Arrays Yes
Into Storage Image Arrays Yes

Shader Code Features
Clip Distances Yes
Cull Distances Yes
Float64 Yes
Int64 Yes
Int16 Yes
Return Residency Information Yes
Specify min LOD Yes

Sparse Binding Yes
Sparse Residency Buffer Yes
Sparse Residency Image2D Yes
Sparse Residency Image3D Yes
Sparse Residency Image2D (2 samples per Pixel) No
Sparse Residency Image2D (4 samples per Pixel) No
Sparse Residency Image2D (8 samples per Pixel) No
Sparse Residency Image2D (16 samples per Pixel) No
Access Data Aliased into Multiple Locations Yes
Variable Multisample Rate Yes
Execute Secondary Command Buffers Yes

Limits
Dimension 1D 16384
Dimension 2D 16384
Dimension 3D 2048
Dimension Cube 16384
Image Array Layers 2048
Texel Buffer Elements 4294967295
Uniform Buffer Range 4294967295
Storage Buffer Range 4294967295
Push Constants Size 128
Memory Allocation Limit 4096
Max Samplers 1048576
Buffer Image Granularity 1
Address Space for Sparse Resources 44 Bits
Max Bound Descriptor Sets 32

Shader Stage Limits
Max Samplers 4294967295
Max Uniform Buffers 4294967295
Max Storage Buffers 4294967295
Max Sampled Images 4294967295
Max Storage Images 4294967295
Max Input Attachments 4294967295
Max Resources 4294967295

Descriptor Binding Limits
Max Samplers 4294967295
Max Uniform Buffers 4294967295
Max Dynamic Uniform Buffers 8
Max Storage Buffers 4294967295
Max Dynamic Storage Buffers 8
Max Sampled Images 4294967295
Max Storage Images 4294967295
Max Input Attachments 4294967295

Max Vertex Input Attributes per Pipeline 64
Max Vertex Input Bindings per Pipeline 32
Max Vertex Input Attribute Offset 4294967295
Max Vertex Input Binding Stride 16383
Max Vertex Output Components 128

Tessellator Limits
Tesselation Generation Level 64
Tesselation Patch Size 32 Vertices
Components per Vertex Input (Control) 128
Components per Vertex Output (Control) 128
Compoents per Patch Output (Control) 120
Components Output Total (Control) 4096
Components per Vertex Input (Eval) 128
Components per Vertex Output (Eval) 128

Geometry Shader Limits
Max invocation Count 127
Components Input 128
Components Output 128
Vertices Output 1023
Components Output Total 4095

Fragment Shader Limits
Components Input 128
Output Attachments 8
Dual Src Attachments 1
Combined Resources Output 4294967295

Compute Shader Limits
Shared Memory Size 32768 Bytes
Workgroup Count 4294967295 / 65535 / 65535
Workgroup Invocations 1024
Workgroup Size 1024

Subpixel Precision 8 bits
Subtexel Precision 8 bits
Mipmap Precision 8 bits
Highest Indexed Draw Call Index 4294967295
Max Draw Count for Indirect Draw Calls 4294967295
Max Sampler LOD Bias 16
Max Sampler Anisotropy 16

Viewports
Number of Viewports 16
Viewport Dimensions 16384 x 16384
Viewport Bounds -32768 x 32767
Viewport Subpixel Bits 8

Memory Map Alignment 64 Bytes
Texel Buffer Alignment 4
Uniform Buffer Alignment 16
Storage Buffer Alignment 4
Sample/Fetch Offsets -64 to 63
Gather Offsets -32 to 31
Interpolate Offsets -2 to 1
Subpixel Interpolation Offsets 8 Bits
Framebuffer 16384 x 16384
Framebuffer Layers 2048

Framebuffer Sampling
Color Sample Counts 1 Bit, 2 Bits, 4 Bits, 8 Bits
Depth Sample Counts 1 Bit, 2 Bits, 4 Bits, 8 Bits
Stencil Sample Counts 1 Bit, 2 Bits, 4 Bits, 8 Bits
Not Attached Sample Counts 1 Bit, 2 Bits, 4 Bits, 8 Bits

Color Attachments 8

Sample Counts for 2D-Images
Non-Int Color Format 1 Bit, 2 Bits, 4 Bits, 8 Bits
Int Color Format 1 Bit, 2 Bits, 4 Bits, 8 Bits
Depth Format 1 Bit, 2 Bits, 4 Bits, 8 Bits
Stencil Format 1 Bit, 2 Bits, 4 Bits, 8 Bits
Storage 1 Bit, 2 Bits, 4 Bits, 8 Bits

Max SampleMask Array Elements 1

Timestamps
Timestamp Queries Yes
Timestamp Period 40 ns

Max Clip Distances 8
Max Cull Distances 8
Max Clip & Cull Distances 8
Discrete Queue Priorities 2
Point Size Range 0 to 8191.875
Line Width Range 0 to 8191.875
Point Size Granularity 0.125
Line Width Granularity 0.125
Strict Line Rasterization No
Rasterizes with Standard Sample Locations Yes
Optimal Buffer Copy Offset Alignment 1
Optimal Buffer Copy Row Pitch Alignment 1
Non-Coherent Atom Size 128

Instance Extensions
VK_EXT_debug_report
VK_EXT_debug_utils
VK_EXT_swapchain_colorspace
VK_KHR_device_group_creation
VK_KHR_external_fence_capabilities
VK_KHR_external_memory_capabilities
VK_KHR_external_semaphore_capabilities
VK_KHR_get_physical_device_properties2
VK_KHR_get_surface_capabilities2
VK_KHR_portability_enumeration
VK_KHR_surface
VK_KHR_win32_surface
VK_LUNARG_direct_driver_loading

Device Extensions
VK_AMD_buffer_marker
VK_AMD_calibrated_timestamps
VK_AMD_device_coherent_memory
VK_AMD_display_native_hdr
VK_AMD_draw_indirect_count
VK_AMD_gcn_shader
VK_AMD_gpa_interface
VK_AMD_gpu_shader_half_float
VK_AMD_gpu_shader_int16
VK_AMD_memory_overallocation_behavior
VK_AMD_mixed_attachment_samples
VK_AMD_rasterization_order
VK_AMD_shader_ballot
VK_AMD_shader_core_properties
VK_AMD_shader_core_properties2
VK_AMD_shader_early_and_late_fragment_tests
VK_AMD_shader_explicit_vertex_parameter
VK_AMD_shader_fragment_mask
VK_AMD_shader_image_load_store_lod
VK_AMD_shader_info
VK_AMD_shader_trinary_minmax
VK_AMD_texture_gather_bias_lod
VK_EXT_4444_formats
VK_EXT_attachment_feedback_loop_layout
VK_EXT_calibrated_timestamps
VK_EXT_color_write_enable
VK_EXT_conditional_rendering
VK_EXT_conservative_rasterization
VK_EXT_custom_border_color
VK_EXT_depth_clamp_zero_one
VK_EXT_depth_clip_control
VK_EXT_depth_clip_enable
VK_EXT_depth_range_unrestricted
VK_EXT_descriptor_buffer
VK_EXT_descriptor_indexing
VK_EXT_device_address_binding_report
VK_EXT_device_fault
VK_EXT_dynamic_rendering_unused_attachments
VK_EXT_extended_dynamic_state
VK_EXT_extended_dynamic_state2
VK_EXT_extended_dynamic_state3
VK_EXT_external_memory_host
VK_EXT_full_screen_exclusive
VK_EXT_global_priority
VK_EXT_global_priority_query
VK_EXT_hdr_metadata
VK_EXT_host_query_reset
VK_EXT_image_robustness
VK_EXT_image_view_min_lod
VK_EXT_index_type_uint8
VK_EXT_inline_uniform_block
VK_EXT_line_rasterization
VK_EXT_load_store_op_none
VK_EXT_memory_budget
VK_EXT_memory_priority
VK_EXT_mutable_descriptor_type
VK_EXT_non_seamless_cube_map
VK_EXT_pageable_device_local_memory
VK_EXT_pipeline_creation_cache_control
VK_EXT_pipeline_creation_feedback
VK_EXT_primitive_topology_list_restart
VK_EXT_private_data
VK_EXT_provoking_vertex
VK_EXT_queue_family_foreign
VK_EXT_robustness2
VK_EXT_sample_locations
VK_EXT_sampler_filter_minmax
VK_EXT_scalar_block_layout
VK_EXT_separate_stencil_usage
VK_EXT_shader_atomic_float
VK_EXT_shader_demote_to_helper_invocation
VK_EXT_shader_image_atomic_int64
VK_EXT_shader_module_identifier
VK_EXT_shader_stencil_export
VK_EXT_shader_subgroup_ballot
VK_EXT_shader_subgroup_vote
VK_EXT_shader_viewport_index_layer
VK_EXT_subgroup_size_control
VK_EXT_texel_buffer_alignment
VK_EXT_tooling_info
VK_EXT_transform_feedback
VK_EXT_vertex_attribute_divisor
VK_EXT_vertex_input_dynamic_state
VK_EXT_ycbcr_image_arrays
VK_GOOGLE_decorate_string
VK_GOOGLE_hlsl_functionality1
VK_GOOGLE_user_type
VK_KHR_16bit_storage
VK_KHR_8bit_storage
VK_KHR_bind_memory2
VK_KHR_buffer_device_address
VK_KHR_copy_commands2
VK_KHR_create_renderpass2
VK_KHR_dedicated_allocation
VK_KHR_depth_stencil_resolve
VK_KHR_descriptor_update_template
VK_KHR_device_group
VK_KHR_draw_indirect_count
VK_KHR_driver_properties
VK_KHR_dynamic_rendering
VK_KHR_external_fence
VK_KHR_external_fence_win32
VK_KHR_external_memory
VK_KHR_external_memory_win32
VK_KHR_external_semaphore
VK_KHR_external_semaphore_win32
VK_KHR_format_feature_flags2
VK_KHR_fragment_shader_barycentric
VK_KHR_get_memory_requirements2
VK_KHR_global_priority
VK_KHR_image_format_list
VK_KHR_imageless_framebuffer
VK_KHR_maintenance1
VK_KHR_maintenance2
VK_KHR_maintenance3
VK_KHR_maintenance4
VK_KHR_map_memory2
VK_KHR_multiview
VK_KHR_pipeline_executable_properties
VK_KHR_pipeline_library
VK_KHR_push_descriptor
VK_KHR_relaxed_block_layout
VK_KHR_sampler_mirror_clamp_to_edge
VK_KHR_sampler_ycbcr_conversion
VK_KHR_separate_depth_stencil_layouts
VK_KHR_shader_atomic_int64
VK_KHR_shader_clock
VK_KHR_shader_draw_parameters
VK_KHR_shader_float16_int8
VK_KHR_shader_float_controls
VK_KHR_shader_integer_dot_product
VK_KHR_shader_non_semantic_info
VK_KHR_shader_subgroup_extended_types
VK_KHR_shader_subgroup_uniform_control_flow
VK_KHR_shader_terminate_invocation
VK_KHR_spirv_1_4
VK_KHR_storage_buffer_storage_class
VK_KHR_swapchain
VK_KHR_swapchain_mutable_format
VK_KHR_synchronization2
VK_KHR_timeline_semaphore
VK_KHR_uniform_buffer_standard_layout
VK_KHR_variable_pointers
VK_KHR_vulkan_memory_model
VK_KHR_win32_keyed_mutex
VK_KHR_workgroup_memory_explicit_layout
VK_KHR_zero_initialize_workgroup_memory
VK_VALVE_mutable_descriptor_type

This is something that actually kind of bothers me and eventually as the gap gets bigger will actually affect me in some ways, of course I'm not saying that it will affect everyone is up to usage and it is only one example of things regarding AMD not really updating things on those branches anymore.

But if AMD can't provide a product that fullfills my needs in this with enough long support for this that covers my needs, and a lot of recent decissions don't give me much hope of how RDNA3 will be managed in the future within Windows, I would just go for a different set of products from other companies that actually can fullfill and offer me whay my usage and needs require personally and in this case a support for such things like these in a period of time I personally see more sane and fair. And I invite anyone in the same way to decide what they choice so usually based on their usage and needs too regardless of company, wether that's NVIDIA, AMD, etc.
I can see that it bothers you, I just don't understand why. Is there any game or application that doesn't run because the card only comes with Vulkan 1.3 in the driver instead of 1.4?
Posted on Reply
#87
Dr. Dro
AusWolfI can see that it bothers you, I just don't understand why. Is there any game or application that doesn't run because the card only comes with Vulkan 1.3 in the driver instead of 1.4?
For the nth time, when games start using these extensions and suddenly either run thrice as fast on Nvidia hardware or not at all on the Radeons you'll get why this is important

Unless you're ok with the utter and complete stagnation of progress. Programmers aren't magicians, they have to work around the limitations on customers' machines.

Dropping things like this when you've already on a single digit market share is begging for some big name AAA to eventually come out and say AMD graphics aren't supported, the reaction to such an announcement is guaranteed to be spicy
Posted on Reply
#88
AusWolf
Dr. DroFor the nth time, when games start using these extensions and suddenly either run thrice as fast on Nvidia hardware or not at all on the Radeons you'll get why this is important
For the nth time, you're talking in theoreticals. I asked a practical question. Is there any such game right now?
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#89
Dr. Dro
AusWolfFor the nth time, you're talking in theoreticals. I asked a practical question. Is there any such game right now?
This is called a loaded question, not a practical one. You're effectively stating that this is acceptable because it's not going to stop you from playing whatever game you have in mind, at least for the time being, and the future? well that's not a problem that you'll have to deal with.
Posted on Reply
#90
Visible Noise
AusWolfFor the nth time, you're talking in theoreticals. I asked a practical question. Is there any such game right now?
Funny coming from Mr “but what if” in Nvidia threads.
Posted on Reply
#91
AusWolf
Dr. DroThis is called a loaded question, not a practical one. You're effectively stating that this is acceptable because it's not going to stop you from playing whatever game you have in mind, at least for the time being, and the future? well that's not a problem that you'll have to deal with.
I can only deal with and pass judgement on what's in front of me. How would I know anything about the future until it's here? How do you know that X game will run like crap because of the feature version mismatch?

The only difference between us is that I don't pretend to know what I don't know.
Posted on Reply
#92
Dr. Dro
AusWolfI can only deal with and pass judgement on what's in front of me. How would I know anything about the future until it's here? How do you know that X game will run like crap because of the feature version mismatch?

The only difference between us is that I don't pretend to know what I don't know.
Come on, that's pretentious and you know it.
Posted on Reply
#93
AusWolf
Dr. DroCome on, that's pretentious and you know it.
Your unfunded claims about the future are pretentious.
Posted on Reply
#94
Dr. Dro
AusWolfYour unfunded claims about the future are pretentious.
If there was something I have never done, is make an unfounded, unverifiable claim. At best, I've been less than up front about a few things I wasn't entirely sure I was allowed to talk about.

You're looking at this from your personal angle. Did you stop to put any thought whatsoever on what developers will have to deal with in order to ship a game that works on a driver that has broken or entirely missing functionality? And as @Rulumi's post on this very thread already shows: it's already missing a few things, and it will be missing more and more as time goes on.
Posted on Reply
#95
AusWolf
Dr. DroIf there was something I have never done, is make an unfounded, unverifiable claim. At best, I've been less than up front about a few things I wasn't entirely sure I was allowed to talk about.
So how do you verify a claim about the future?
Dr. DroYou're looking at this from your personal angle. Did you stop to put any thought whatsoever on what developers will have to deal with in order to ship a game that works on a driver that has broken or entirely missing functionality? And as @Rulumi's post on this very thread already shows: it's already missing a few things, and it will be missing more and more as time goes on.
Developers probably won't care, and will just ship the game with whatever functionality it comes with. Whether the driver will actually be a problem is anyone's guess.
Posted on Reply
#96
Harun8
I'm not an expert on graphics APIs, but being behind on a version sounds concerning

Would it be anything like how some GPUs don't support DX12 and can't play modern games?
Posted on Reply
#97
Dr. Dro
Harun8I'm not an expert on graphics APIs, but being behind on a version sounds concerning

Would it be anything like how some GPUs don't support DX12 and can't play modern games?
Exactly as described.

Sometimes workarounds can be done with a reduction in performance or regression in stability. Even within DirectX 11 for example there are some optional extensions that can result in a dramatic change in performance figures on an otherwise identical configuration, perhaps the most infamous being deferred contexts and driver command lists. Nvidia supports both, and well, AMD... look at your GPU-Z 😉
AusWolfSo how do you verify a claim about the future?


Developers probably won't care, and will just ship the game with whatever functionality it comes with. Whether the driver will actually be a problem is anyone's guess.
There is precedent to this scenario, you know.

And I don't think "Devs simply won't care" is very realistic either. Since, you know, it's their job to have the shipped product in full condition.
Posted on Reply
#98
AusWolf
Dr. DroThere is precedent to this scenario, you know.
There is precedent to mostly everything you can imagine, which you can use to justify your own preconceived notions. It doesn't mean that every such claim is realistic.
Dr. DroAnd I don't think "Devs simply won't care" is very realistic either. Since, you know, it's their job to have the shipped product in full condition.
Then they might find it simpler to develop for the older version of the feature set to maintain compatibility with older hardware. Problem solved.
Posted on Reply
#100
Onasi
I wasn’t expecting someone who is actually a long-time member of TPU arguing that not having full up-to-date API runtimes compliant with the latest version in a distribution for a goddamn GPU driver is fine, actually. That wasn’t on my bingo card.

More on topic:
ApocalypseeAnd all of this companies what claims wanted to be a software company, and that was 2 years ago. What happen?
RTG happened. They were always like that, they are a pathetic joke of a company division that WILL shoot itself in the dick WHENEVER an opportunity arises. Without fail. I have been saying this for years - Radeon GPUs are good, sometimes even excellent hardware (outlier shitshows like RDNA 1 notwithstanding). But everything around those GPUs, the entire software ecosystem is just mismanaged to the point where you wonder if AMD actually hires for RTG not on merit, but on sheer levels of mental disability in the prospects. It’s genuinely baffling. I don’t even expect them to compete with NV on software front, that boat has clearly sailed and that expectation would be extremely unrealistic. I just want them for ONCE in their pathetic existence since AMD overtook ATI (which is close to 20 years soon, btw) stop being completely self-defeating morons and take some easy Ws (just unlock INT8 FSR 4, this is embarrassing), straighten out their software side of things in the most basic of aspects (yes, like driver availability and, yes, even including proper up to date runtimes) and actually make it so that I can recommend their products without the caveat “if you run Linux, otherwise - probably nah”.
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