The Turing Architecture: Volta in Spirit

Diving straight into the microarchitecture, the new Turing SM looks very different to the Pascal SM, but those who’ve been keeping track of Volta will notice a lot of similarities to the NVIDIA’s more recent microarchitecture. In fact, on a high-level, the Turing SM is fundamentally the same, with the notable exception of a new IP block: the RT Core. Putting the RT Cores and Tensor Cores aside for now, the most drastic changes from Pascal are same ones that differentiated Volta from Pascal. Turing’s advanced shading features are also in the same bucket in needing explicit developer support.

Like Volta, the Turing SM is partitioned into 4 sub-cores (or processing blocks) with each sub-core having a single warp scheduler and dispatch unit, as opposed Pascal’s 2 partition setup with two dispatch ports per sub-core warp scheduler. There are some fairly major implications with change, and broadly-speaking this means that Volta/Turing loses the capability to issue a second, non-dependent instruction from a thread for a single clock cycle. Turing is presumably identical to Volta performing instructions over two cycles but with schedulers that can issue an independent instruction every cycle, so ultimately Turing can maintain 2-way instruction level parallelism (ILP) this way, while still having twice the amount of schedulers over Pascal.

Like we saw in Volta, these changes go hand-in-hand with the new scheduling/execution model with independent thread scheduling that Turing also has, though differences were not disclosed at this time. Rather than per-warp like Pascal, Volta and Turing have per-thread scheduling resources, with a program counter and stack per-thread to track thread state, as well as a convergence optimizer to intelligently group active same-warp threads together into SIMT units. So all threads are equally concurrent, regardless of warp, and can yield and reconverge.

In terms of the CUDA cores and ALUs, the Turing sub-core has 16 INT32 cores, 16 FP32 cores, and 2 Tensor Cores, the same setup as the Volta sub-core. With the split INT/FP datapath model like Volta, Turing can also concurrently execute FP and INT instructions, which as we will see, is much more relevant with the RT cores involved. Where Turing differs is in lacking Volta’s full complement of FP64 cores, instead having a token amount (2 per SM) for compatibility reasons and resulting in FP64 throughput being 1/32 the TFLOP rate of FP32. Maimed FP64 is standard for NVIDIA’s consumer GPUs, but what has not been standard until now is Turing’s full 2x FP16 throughput, which was available in GP100 but was crippled in the other Pascal GPUs.

While these details may be more on the technical side of things, in Volta this design seemed inextricably linked to maximizing the most amount of performance from tensor cores, but minimizing disrupting parallelism or coordination with other compute workloads. The same is most likely true with Turing’s 2nd generation tensor cores and RT cores, where 4 independently scheduled sub-cores and granular thread manipulation would be very useful in extracting the most performance out of mixed gaming-oriented workloads, where rendering a single frame would be pulling in multiple blocks of the GPU to work in conjunction. This is actually a concept that circumscribes the RTX-OPS metric, and we will revisit that in depth later.

Memory-wise, every sub-core now has an L0 instruction cache like Volta, with identically sized 64 KB register file. In Volta, this was important in reducing latency when the tensor cores were in play, and in Turing this likely benefits RT cores similarly, which we will discuss in a later section. Otherwise, the Turing SM also has 4 load/store units per sub-core, down from 8 in Volta, but still maintains 4 texture units.

Further up the memory hierarchy is the new L1 data cache and Shared Memory (SMEM) that has been revamped and unified into a single partitionable memory block, another Volta innovation. For Turing, this is looking to be a combined 96 KB L1/SMEM, which traditional graphics workloads divide as 64KB for dedicated graphics shader RAM and as 32 KB for texture cache and register file spill area. Meanwhile, compute workloads can partition the L1/SMEM with up to 64 KB as L1 with the remaining 32 KB as SMEM, or vice versa. For Volta, SMEM can be configured up to 96 KB.

Though many of these details are only of value to developers, there are several important points to make here. One is simply how similar Turing and Volta are, as opposed to ; after all, they are in the same generational compute family. Another is how compute-oriented Volta – and by extension, Turing – are, and the fact that this is being brought to consumers as part of NVIDIA’s proclaimed ‘future of gaming.’ Part of that is, of course, permitting fast FP16 in potential gaming workloads, but Turing goes far beyond that. At the low level, Turing is less about maximizing traditional gaming, and more about maximizing gaming with special technologies such as real-time raytracing.

For their part, NVIDIA points to Turing’s leap in performance from Pascal, from memory hierarchy bandwidth uplifts to 50% more shader performance per core, but unfortunately for today we can’t connect this with any real world data or performance. With concurrent FP/INT execution in gaming, the company is keen to point out that around 36 INT instructions could be freed up by moving to its own pipe, which nevertheless doesn’t describe Turing performance, only the applicability of its concurrent execution feature in games.

It becomes a bit of a complex scenario, as we know that Volta already improved on Pascal in these aspects with concurrent execution, a brand new ISA, and reworked SM. And it doesn’t seem to involve architectural changes for significant clockspeed enhancements a la Pascal from Maxwell, though of course on the process side the 12nm FFN is a factor. So it comes down to special gaming workloads and real-world performance. The latter is not available today, but the former is so important to Turing that it merited dropping ‘GTX’ for ‘RTX’. And of those special workloads, real-time raytracing and RT cores take center stage.

Bounding Volume Hierarchy Turing RT Cores: Hybrid Rendering and Real Time Raytracing
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  • Alistair - Sunday, September 16, 2018 - link

    Except for the GTX 780 was the worse nVidia release ever, at a terrible price. Nice try ignoring every other card in the last 10 years.
  • markiz - Monday, September 17, 2018 - link

    How can it be the same segment of the market, if the prices are, as you claim, double+?

    I mean, that claim makes no sense. It's not same segment. it's higher tier.

    I mean, who is to say what kind of an advancement in GPU and games have people supposed to be getting?

    Buy a 500$ card and max settings as far as they go and call it a day.
    If you are
  • Ej24 - Monday, September 17, 2018 - link

    The R&D for smaller manufacturing nodes hasn't scaled linearly. It's been almost exponential in terms of $/Sq.mm to develop each new node. That's why we need die shrinks to cram more transistors per square mm, and why some nodes were skipped because the economics didn't work out, like 20/22nm gpu's never existed. You're assuming that manufacturers have fixed costs that have never changed. The cost of a semiconductor fab, and R&D for new nodes has ballooned much much faster than inflation. That's why we've seen the number of fabs plummet with every new node. There used to be dozens of fabs in the 90nm days and before. Now it's looking like only 3 or 4 will be producing 7nm and below. It's just gotten too expensive for anyone to compete.
  • milkod2001 - Tuesday, September 18, 2018 - link

    All those ridiculous prices started when AMD have announced 7970 at $550 plus. NV had mid range card to compete with it: GTX 680 at the same price. And then NV Titan high end cards were introduced at $1000 plus. Since then we pay past high end prices for mid range cards.
  • futrtrubl - Wednesday, September 19, 2018 - link

    Just a bit on your math. You say $1 accounting for inflation of 2.7% over 18 years is now just less than $1.50. Maybe you are doing it as $1 * 18 * 1.027 to get that which is incorrect for inflation. It compounds, so it should be $1 * ( 1.027^18) which comes to ~$1.62. Likewise at 5% over 18 years it becomes $2.41.
  • Da W - Sunday, September 16, 2018 - link

    Since when does inflation work in the semiconductor industry?
  • Holliday75 - Monday, September 17, 2018 - link

    I was wondering the same thing. Smaller, faster, cheaper. For some reason here its the opposite....for 2 out of 3.
  • Yojimbo - Saturday, September 15, 2018 - link

    "You must literally live under a rock while also being absurdly naive.

    It's never been this way in the 20 years that i've been following GPUs. These new RTX GPUs are ridiculously expensive, way more than ever, and the prices will not be changing much at all when there's literally zero competition. The GPU space right now is worse than it's ever been before in history."

    No, if you go back and look at historical GPU prices, adjusted for inflation, there have been other times that newly released graphics cards were either as expensive or more expensive. The 700 series is the most recent example of cards that were as expensive as the 20 series is.
  • eddman - Saturday, September 15, 2018 - link

    No.

    https://i.imgur.com/ZZnTS5V.png

    This chart was made last year based on 2017 dollar value, but it still applies. 20 series cards have the highest launch prices in the past 18 years by a large margin.
  • eddman - Saturday, September 15, 2018 - link

    There is one card that surpasses that, 8800 Ultra. It was nothing more than a slightly OCed 8800 GTX. Nvidia simply released it to extract as much money as possible, and that was made possible because of lack of proper competition from ATI/AMD in that time period.

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