Decode

For the decode stage, the main uptick here is the micro-op cache. By doubling in size from 2K entry to 4K entry, it will hold more decoded operations than before, which means it should experience a lot of reuse. In order to facilitate that use, AMD has increased the dispatch rate from the micro-op cache into the buffers up to 8 fused instructions. Assuming that AMD can bypass its decoders often, this should be a very efficient block of silicon.

What makes the 4K entry more impressive is when we compare it to the competition. In Intel’s Skylake family, the micro-op cache in those cores are only 1.5K entry. Intel increased the size by 50% for Ice Lake to 2.25K, but that core is coming to mobile platforms later this year and perhaps to servers next year. By comparison AMD’s Zen 2 core will cover the gamut from consumer to enterprise. Also at this time we can compare it to Arm’s A77 CPU micro-op cache, which is 1.5K entry, however that cache is Arm’s first micro-op cache design for a core.

The decoders in Zen 2 stay the same, we still have access to four complex decoders (compared to Intel’s 1 complex + 4 simple decoders), and decoded instructions are cached into the micro-op cache as well as dispatched into the micro-op queue.

AMD has also stated that it has improved its micro-op fusion algorithm, although did not go into detail as to how this affects performance. Current micro-op fusion conversion is already pretty good, so it would be interesting to see what AMD have done here. Compared to Zen and Zen+, based on the support for AVX2, it does mean that the decoder doesn’t need to crack an AVX2 instruction into two micro-ops: AVX2 is now a single micro-op through the pipeline.

Going beyond the decoders, the micro-op queue and dispatch can feed six micro-ops per cycle into the schedulers. This is slightly imbalanced however, as AMD has independent integer and floating point schedulers: the integer scheduler can accept six micro-ops per cycle, whereas the floating point scheduler can only accept four. The dispatch can simultaneously send micro-ops to both at the same time however.

Fetch/Prefetch Floating Point
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  • nonoverclock - Wednesday, June 12, 2019 - link

    It's related to platform power management.
  • wurizen - Wednesday, June 12, 2019 - link

    "Raw Memory Latency" graph shows 69ns for for 3200 and 3600 Mhz RAM. This "69ns" is irrelevant, right? Isn't the "high latency" associated with Ryzen and IF due to "Cross-CCX-Memory-Latency? This is suppose to be ~110ns at 3200 Mhz RAM as tested by PCPER/etc.... This in my experiences causes "micro-stuttering" in games like BO3/BF4/etc.... And, a "Ryzen-micro-stutter/pause" is different than a micro-stutter/pause associated with Intel. With Intel the micro-stutter/pause happens in BFV, for example, but they happen once or twice per match. With Ryzen, not only is the quality/feeling of the "micro-stutter/pause" different (seems worst), but it is constant throughout the match. One gets a feeling that it is not server-side, GPU side, nor WIndows 10 side. But, CPU-side issue... Infinity Fabric side. So, now Inifinity Fabric 2 is out. Is it 2.0 as in better? No more high latency? Is that 69ns Cross-CCX-memory latency? Why is AMD and Tech sites like Anand so... like... not talking about this?
  • igavus - Wednesday, June 12, 2019 - link

    You are misattributing things here. Your stutter is most def. not caused by memory access latency variations. For it to be visible on even an 144Hz monitor with the game running at the native rate, the differences would have to be obscenely high. That's just unrealistic.

    Not that it helps to determine what is causing your issues, but that's not it.
  • wurizen - Wednesday, June 12, 2019 - link

    What?
  • wurizen - Wednesday, June 12, 2019 - link

    Maybe, you guys don't know what Cross-CCX-Memory-Latyency is... my main goal of commenting was what that SLIDE showing "Raw Memory Latency" refers to? Is it Inter-core-memory or Intra-core-memory (intra-core is the same as cross-ccx-memory)...

    inter-core memory is data being shuffled within the cores in a CCX module. Ryzen and Ryzen + had two CCX modules with 4 cores each, totaling 8 cores for the 2700x, as an example. If, the memory/data is traveling in the same CCX, the latency is fine and is even faster than Intel. This was true with Ryzen and Ryzen +.

    The issue is when data and memory is being shuffled between the CCX modules, and when traversing the so called "Infinity Fabric." Intel uses a Ring Bus and doesn't have an equivalent measurement and data. Intel does have MESH with the x299 which is similar-ish to AMD's CCX and IF. But, Intel Mesh latency is lower (I think. But havent dug around since I dont care about it since I cant afford it)....

    So... that is what Cross-CCX-memory-latency is... and that SLIDE shown on this article... WTF does that refer to? 69ns is similar to Intel Ring Bus memory latency, which have shown to be fast enough and is the standard in regards to latency that won't cause issues...

    So... as PCPER tested, Ryzen Infinity Fanri 1.0 has a cross-ccx-latnecy to be around 110ns... and I stand my ground (its not bios/reinstallwindows/or windows scheduler/or user-error/or imperceptible/or a misunderstanding / or a mis-atribution (I think)) that it was the reason why I suffered "micro-pauses/stutters in some games. I had two systems at the time (3700k and R7-1700x) and so I was able to diagnose/observe/interpret what was happening....

    Also.. I would like to add that the "Ryzen Micro-stutter-Pause" FEELS/LOOKS/BEHAVES different... weird, right?
  • deltaFx2 - Thursday, June 13, 2019 - link

    You might "stand your ground" but that doesn't make it true. First of all, it's pretty clear you don't understand what you're talking about. Intel's Mesh is NOTHING like AMD's CCX. Intel Mesh is an alternative interconnect to ring bus; mesh scales better to many cores relative to ring. In theory mesh should be faster but for whatever reason intel's memory latency on skylake X parts are quite bad relative to skylake client (i.e. no bueno for gaming). I recall 70ns-ish for Skylake X vs 60ns for the Skylake client.

    Cross CCX memory latency should not matter unless you have shared memory across threads that span CCXs. Games don't need that many threads: 8 is overkill in many cases and each CCX can comfortably handle 8. Unless you pinned threads to cores and ran an experiment that conclusively showed that the issue was inter-ccx latency (I doubt it), your standing ground doesn't mean much. One could just as well argue that the microstutter was due to driver issues or other software/bios issues. Zen has been around for quite some time and if this was a widespread problem, we'd know.
  • wurizen - Friday, June 14, 2019 - link

    Well, I did mention "similar-ish" of Mesh to Infinity Fabric. It's meshy. And, i guess, you get "comraderie" points for calling me out as "pretty clear you don't understand what you're talking about." That hurts, man! :(

    "In theory... Mesh should be faster..." nice way to switch subjects, bruh. yeh, i can throw some at ya, bruh! what?

    Cross-CCX-High-Memory-Latency DOES MATTER!

    You know why? Because a game shuffles data randomly. It doesn't know that traversing said Data from Core 0 (residing in CCX 1) to Core 3 (in CCX 2) via Infinity Fabric means that there is a latency penalty.

    Bruh
  • deltaFx2 - Friday, June 14, 2019 - link

    Actually, no, you're wrong about the mesh. Intel has a logically unified L3 cache; i.e. any core can access any slice of the L3, or even one core can use the entire L3 for itself. AMD has a logically distributed L3 cache which means only the cores from the CCX can access its cache. You simply cannot have core 3 (CCX 0) fetch a line into CCX1's cache. The tradeoff is that the distributed L3 is much faster than the logically unified one but the logically unified one obviously offers better hit rates and does not suffer from sharing issues.

    "Cross-CCX-High-Memory-Latency DOES MATTER!" Yes it does, no question about that. It matters when you have lock contention or shared memory that spans CCXs. In order to span CCXs, you should be using more than 8 threads (4 cores to a CCX, 2 threads per core). I don't think games are _that_ multithreaded. This article mentions a Windows 10 patch to ensure that threads get assigned to the same CCX before going to the adjacent one. It can be a problem for compute-intensive applications (y'know, real work), but games? I doubt it, and you should be able to fix it easily by pinning threads to cores in the same CCX.
  • deltaFx2 - Friday, June 14, 2019 - link

    "shared memory that spans CCXs." -> shared DIRTY memory. i.e. core 8 writes data, core 0 wants to read. All other kinds of sharing are a non-issue. Each CCX gets a local copy of the data.
  • wurizen - Friday, June 14, 2019 - link

    Why do you keep on blabbing on about this? Are you trying to fix some sort of muscle?

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