The official announcement of AMD Radeon RX Vega is scheduled for July 30 although we know some of its most important specifications, thanks to the fact that it shares graphic core with the Radeon Vega Frontier Edition.
This means that the AMD Radeon RX Vega will also have 4,096 shaders, 256 textured units and 64 raster units , accompanied by a 2.048-bit bus and 8 GB of HBM2 (second-generation high-bandwidth memory).
The specs are very good since it doubles the shader count of the Radeon RX 570 (2.048) and promises a good level of performance thanks to the different optimizations for games that will bring, an issue that today we could shed a little more light.
The AMD Radeon RX Vega will feature DirectX 12 support at level 12_1 but in a higher range than we can find in current graphics solutions, including Radeon RX and NVIDIA’s GTX 1000.
Among the most important innovations we can find is medium precision support (FP16), present in Polaris but not in Maxwell and also in Pascal, and Conservative Rasterization in its level 3.
The first is a feature that has already been used extensively in PS4 Pro to develop games in a much more efficient way. Having a minimum of 16 bits (FP16) prevents such a variable from having to be processed as a simple precision (FP32).
As for the second, we also have another important breakthrough that could significantly improve performance. That reference at level 3 means that it supports Occlusion Culling, a feature that disables the rendering of objects that are not currently in view.
Both help improve performance and can make a clear difference, but their use depends on the developers so if they decide to ignore them in their titles for PC, they will be of no use.