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Zen 5 is AMD’s latest core structure. Compared to Zen 4, Zen 5 brings extra reordering capability, a reorganized execution engine, and quite a few enhancements all through its pipeline. In quick, Zen 5 is wider and deeper than Zen 4. Like Lion Cove, Zen 5 delivers clear beneficial properties in the usual SPEC CPU2017 benchmark in addition to many productiveness purposes. And like Lion Cove, several reviewers have criticized the non-X3D Zen 5 variants for not delivering comparable beneficial properties in video games. Here, I’ll be testing just a few video games on the Ryzen 9 9900X, with DDR5-5600 reminiscence. It’s a considerably slower reminiscence configuration than I examined Lion Cove with, largely for comfort. I swapped the 9900X instead of my earlier 7950X3D, holding all the things else the identical. The reminiscence used is a 64 GB G.SKILL DDR5-5600 36-36-36-89 kit.
The Ryzen 9 9900X was kindly sampled by AMD, as is the Radeon RX 9070 used to run the video games right here. I’ll be utilizing the identical video games as in the Lion Cove gaming article, particularly Palworld, COD Cold War, and Cyberpunk 2077. However, the info shouldn’t be instantly comparable; I’ve constructed up my Palworld base since then, COD Cold War multiplayer classes are inherently unpredictable, and Cyberpunk 2077 acquired an replace which annoyingly forces a 60 FPS cap, no matter VSYNC or FPS cap settings. My purpose right here is to search for broad traits moderately than do a like-for-like efficiency comparability.
As with the earlier article on Lion Cove, top-down evaluation will present a place to begin by accounting for misplaced pipeline throughput on the rename/allocate stage. It’s the narrowest stage within the pipeline, so throughput misplaced there can’t be recovered later and leads to decrease utilization of core width. Lion Cove was closely sure by backend reminiscence latency, with frontend latency inflicting extra losses. Zen 5 hits these points in reverse. From a top-down view, it struggles to maintain its frontend fed. Backend reminiscence latency remains to be vital, however it’s overshadowed by frontend latency.
A pipeline slot is taken into account frontend latency sure if the frontend left all eight rename/allocate slots idle that cycle. Backend sure refers to when the rename/allocate stage had micro-ops to dispatch, however the execution engine ran out of entries in its numerous buffers and queues. AMD breaks down backend sure slots into core-bound and memory-bound classes, by how usually the retirement stage is blocked by an incomplete load versus an incomplete instruction of one other sort. That’s as a result of backend-bound stalls come up when the execution engine is unable to filter out (retire) directions quicker than the frontend provides them. Bad hypothesis appears on the distinction between micro-ops that cross by means of the rename/allocate stage, and ones that have been truly retired. That provides a measure of wasted work brought on by department mispredicts and different late-stage redirects like exceptions and interrupts. It’s a negligible consider all three video games.
SMT rivalry doesn’t point out misplaced core throughput. Rather, core efficiency counters work on a per-SMT thread foundation, and SMT rivalry signifies when the thread had micro-ops prepared from the frontend, however the rename/allocate stage serviced the sibling SMT thread that cycle. A really excessive SMT rivalry metric might point out {that a} single thread can already use a lot of the core’s throughput, and thus SMT beneficial properties could also be restricted; nonetheless, that’s not the case right here. Finally, the “retiring” metric corresponds to helpful work and signifies how successfully the workload makes use of core width. It’s comparatively low on the three video games right here, offering a primary indication that video games might be thought-about a “low-IPC” workload.
Zen 5’s frontend combines a big 6K entry op cache with a 32 KB typical instruction cache. To disguise L1i miss latency, Zen 5 makes use of a decoupled department predictor with a large 24K BTB entries. Zen 5’s op cache covers the vast majority of the instruction stream on all three video games, and enjoys a better hitrate than the 5.2K entry op cache on Lion Cove. The L1i catches a considerable portion of op cache misses, although misses per instruction as calculated by L1i refills appears greater than on Lion Cove. 20-30 L1i misses per 1000 directions can be a bit excessive in absolute phrases, and Zen 5’s 1 MB L2 does a superb job of catching almost all of these misses. Still, just a few often slip previous and are available from the upper latency L3 identical to on Lion Cove.
Branch prediction accuracy is excessive, although curiously barely worse throughout all three titles than on Lion Cove. That’s shocking as a result of Zen 5 managed higher accuracy throughout SPEC CPU2017, with notable wins in troublesome subtests like 541.leela. There’s a excessive margin of error in these comparisons, and the aforementioned adjustments to the examined scenes, however the constant distinction in each prediction accuracy and mispredicts per instruction is troublesome to disregard.
Mispredicts interrupt the department predictor’s capacity to run forward of instruction fetch, and expose the frontend to cache latency because it waits for directions to reach from the proper path. A mispredict is a relatively costly redirect as a result of it impacts each the frontend latency and unhealthy hypothesis classes. Another type of redirect comes from “decoder overrides” in AMD terminology, or “BAClears” (department tackle clear) in Intel phrases. These occur when the core discovers a department in frontend levels after the department predictor, usually when seeing a department for the primary time or when the department footprint goes past the predictor’s monitoring capabilities. A redirect from later frontend levels prevents unhealthy hypothesis losses, nevertheless it does expose the core to L1i miss latency. Zen 5 surprisingly takes just a few extra decoder overrides than Intel does BAClears. It’s not nice when its department predictor must cowl for extra L1i misses within the first place.
Delays inside the department predictor also can trigger frontend latency. Zen 5’s large BTB is cut up right into a 16K entry first stage and a 8K entry second stage. Getting a goal from the second stage is slower. Similarly, an override from the oblique predictor would trigger bubbles within the department prediction pipeline. However, I anticipate overrides from inside the department predictor to be a minor issue. The department predictor can nonetheless proceed following the instruction stream to cover cache latency, and quick delays will possible be hidden by backend stalls in a low IPC workload.
Stalls on the renamer because of frontend latency final for 11-12 cycles on common. Zen 5 doesn’t have occasions that may instantly attribute instruction fetch stalls to L1i misses, not like Lion Cove. 11-12 cycles nonetheless is suspiciously near L2 latency. Of course, the typical might be pulled decrease by shorter stalls when the pipeline is resteered to a goal within the L1i or op cache, in addition to longer stalls when the goal comes from L3 or DRAM.
While frontend latency sure slots are a much bigger issue, Zen 5 does lose some throughput because of being frontend bandwidth sure. Zen 5’s frontend spends a lot of its energetic time operating in op cache mode. Surprisingly, common bandwidth from the op cache is a bit below the 8 micro-ops/cycle that may be required to totally feed the core. The op cache can nominally ship 12 micro-ops per cycle, however common throughput hovers round 6 micro-ops per cycle.
One offender is branches, which may restrict the advantages of widening instruction fetch: op cache throughput correlates negatively with how continuously branches seem within the instruction stream. The three video games I examined land in the midst of the pack when positioned subsequent to SPEC CPU2017’s workloads. Certainly there’s room for enchancment with frontend bandwidth too. But that room for enchancment is proscribed as a result of frontend bandwidth sure slots are few to begin with.
Average decoder throughput is just below 4 micro-ops per cycle. The decoders are solely energetic for a small minority of cycles, so that they signify a small portion of the already small frontend bandwidth sure class. Certainly wider decoders wouldn’t harm, however the influence can be insignificant.
Backend sure instances happen when the out-of-order execution engine runs out of entries in its numerous queues, buffers, and register recordsdata. That means it can not settle for extra micro-ops from the renamer till it may well retire some directions and liberate entries in these constructions. In different phrases, the core has reached the restrict of how far it may well transfer forward of a stalled instruction.
Zen 5’s integer register file stands out as a “hot” useful resource, usually limiting reordering capability earlier than the core’s reorder buffer (ROB) fills. There’s a superb chunk of useful resource stalls that efficiency monitoring occasions can’t attribute to a extra particular class. Beyond that, Zen 5’s backend design has some shiny factors. The core’s massive unified schedulers are hardly ever a limiting issue, not like on TaiShan v110. Zen 5’s reorganized FPU locations FP register allocation after a big non-scheduling queue, which mainly eliminates FP-related causes within the useful resource stall breakdown. In equity, the older Zen 4 additionally did nicely in that class, despite the fact that its FP non-scheduling queue serves a extra restricted objective of dealing with overflow from the scheduling queue. All of meaning Zen 5 can usually replenish its 448 entry ROB, and thus hold a variety of directions in flight to cover backend reminiscence latency.
When the backend fills up, it’s usually because of cache and reminiscence latency. Zen 5’s retire stage is usually blocked by an incomplete load, and when it’s, it tends to stay blocked longer than common, for round 18-20 cycles. That’s an indication that incomplete masses have longer latency than most directions.
Average L1d miss length is for much longer and broadly corresponding to comparable measurements on Lion Cove. Curiously, Zen 5 sees greater common L1d miss latency in COD Cold War and Cyberpunk 2077, however decrease latency in Palworld. But that’s not as a result of Zen 5 has a neater time in Palworld. Rather, the core sees extra L1d misses in Palworld. Those misses are largely caught by L2.
Comparing knowledge from AMD and Intel is troublesome for causes past the everyday margin of error issues. Intel’s efficiency monitoring occasions account for load knowledge sources on the retirement stage, possible by tagging in-flight load directions with the info supply and counting at retirement. AMD counts on the load/retailer unit, which implies Zen 5 might rely masses that don’t retire (for instance, ones after a mispredicted department). The closest I can get is utilizing Zen 5’s occasion for demand knowledge masses. Demand means the entry was initiated by an instruction, versus a prefetch. That ought to reduce the hole, however once more, the main focus right here is on broad traits.
Caveats apart, Palworld appears to make a compelling case for Intel’s 192 KB L1.5d cache. It catches a considerable portion of L1d misses and sure reduces total load latency in comparison with Zen 5. On the opposite hand, Zen 5’s smaller 1 MB L2 has decrease latency than Intel’s 3 MB L2 cache. AMD additionally tends to fulfill a bigger share of L1d misses from L3 in Cyberpunk 2077 and COD. Intel’s bigger L2 is doing its job to maintain knowledge nearer to the core, although Intel wants it as a result of their desktop platform has comparatively excessive L3 latency.
On Zen 5, L3 hitrate for demand (versus prefetch) masses is available in at 64.5%, 67.6%, and 55.43% respectively. Most L3 misses head to DRAM. Cross-CCX transfers account for a negligible portion of L3 miss site visitors: sampled latency occasions on the L3 point out cross-CCX latency is much like or barely higher than DRAM latency. Therefore cross-CCX transfers are fairly performant contemplating their rarity.
Performance monitoring knowledge from operating these video games usually doesn’t assist the speculation that enhancing cross-CCX latency is prone to yield vital advantages, on account of their rarity, and higher efficiency than DRAM accesses. DRAM latency from the L3 miss perspective is barely higher in Palworld and Cyberpunk 2077 in comparison with Intel’s Arrow Lake, despite the fact that the Ryzen 9 9900X was arrange with older and slower DDR5. The scenario reverses in Call of Duty Cold War, maybe indicating bursty calls for for DRAM bandwidth in that title.
Running the video games above within the regular method didn’t generate appreciable cross-CCX site visitors. Dual-CCD Ryzen components have the very best clocking cores situated on one CCX, and Windows will choose to schedule threads on greater clocking cores. This naturally makes one CCX deal with the majority of the work from video games.
However, I can attempt to drive elevated cross-CCX site visitors by setting the sport course of’s core affinity to separate it throughout the Ryzen 9900X’s two CCX-es. I used Cyberpunk’s medium preset with upscaling disabled for the assessments above. However for this take a look at, I’m maximizing CPU load through the use of the low preset, FSR Quality upscaling, and crowd density turned up the utmost setting. I’ve additionally turned off increase to eradicate the consequences of clock velocity variation throughout cores.
Doing so drops efficiency by 7% in comparison with pinning the sport to 1 CCX. Cyberpunk 2077’s built-in benchmark does show just a few share factors of run-to-run variation, however 7% is outdoors the margin of error. Monitoring all L1D fill sources signifies a transparent enhance in cross-CCX entry. This metric differs from demand accesses and is even much less corresponding to Lion Cove’s at-retirement account for load sources, as a result of it consists of prefetches. However, it does account for instances the place a load instruction matches an in-flight fill request beforehand initiated by a prefetch. There’s additionally extra error as a result of ineffective prefetches might be included as nicely.
Performance monitoring occasions attribute this to cross-CCX accesses, which now account for a major minority of off-CCX accesses. Fewer accesses are serviced by low latency knowledge sources inside the CCX, resulting in lowered efficiency.
Games are troublesome, low-IPC workloads due to poor locality on each the info and instruction aspect. Zen 5’s decrease cache and reminiscence latency can provide it a bonus on the info aspect, however the core stays underutilized because of frontend latency. Lion Cove’s 64 KB L1i is a notable benefit, sadly blunted by excessive L3 and DRAM latency on the Arrow Lake desktop platform. It’s attention-grabbing how Intel and AMD’s present cores face comparable challenges in video games, however comparatively wrestle on totally different ends of the core pipeline.
From a better stage view, AMD and Intel’s designs this era seem to prioritize peak throughput moderately than enhancing efficiency in troublesome instances. A wider core with extra execution models will present the most important advantages in excessive IPC workloads, the place the core might spend a good portion of time with loads of directions and knowledge to chug by means of; SPEC CPU2017’s 538.imagick and 548.exchange2 are glorious examples. In distinction, workload with low common IPC could have far fewer “easy” excessive IPC sequences, limiting potential advantages from elevated core throughput.
Of course, Zen 5 and Lion Cove each take measures to deal with these decrease IPC workloads. Better department prediction and elevated reordering depth are staples of every new CPU era; they’re current on Zen 5 and Lion Cove, too. But pushing each forwards runs into diminishing returns: catching the few remaining troublesome branches possible requires disproportionate funding in department prediction sources. Similarly, growing reordering capability requires proportionate development in register recordsdata, load/retailer queues, schedulers, and different costly core constructions.
Besides making the core extra latency-tolerant, AMD and Intel might attempt to cut back latency by means of higher caching. Intel’s 64 KB L1i deserves credit score right here, although it’s not new to Lion Cove and was current on the prior Redwood Cove core as nicely. Zen 5’s L2/L3 setup is essentially unchanged from Zen 4. L2 caches are nonetheless 1 MB, and the CCX-shared 32 MB or 96 MB (with X3D) L3 remains to be in place. A hypothetical core with each Intel’s bigger L1i and AMD’s low latency caching setup might be fairly sturdy certainly, and any additional tweaks within the cache hierarchy would additional sweeten the deal.
System topology is doubtlessly an rising concern. High core counts on at present’s flagship desktop chips are a welcome change from the quad core sample of the early 2010s, however reaching excessive core counts with a scalable, cost-effective design is at all times a problem. AMD approaches this by splitting cores into clusters (CCX-es), which has the draw back of elevated latency when a core on one cluster must learn knowledge not too long ago written by a core on one other cluster. The three video games I examined do the majority of their work on one CCX, however a recreation that spills out of 1 CCX can see its multithreaded efficiency scaling restricted by this cross-CCX latency.

For now, this doesn’t look like a significant downside, opposite to the criticism AMD usually takes for top cross-CCX latency. Forcing a recreation to run on three cores per CCX is a really synthetic situation, and AMD has not used a cut up CCX setup on their low finish 6-core components since Zen 2. Data from other reviewers overlaying a bigger number of video games suggests multi-CCX components flip in comparable efficiency to their single-CCX counterparts, except Zen 4 components the place the 2 CCX-es have very totally different clock speeds and cache capacities. AMD’s follow of inserting all quick cores on one CCD and extra not too long ago, parking cores on a CCD, appear to be working nicely.
Similarly, Intel’s “Thread Director” has performed a superb job of making certain video games don’t lose efficiency by being scheduled onto the density optimized E-Cores. TechPowerUp notes efficiency variations with E-Cores enabled or disabled hardly ever exceeded 10% in both route. Thus the core rely scaling methods employed by each AMD and Intel don’t influence gaming efficiency to a major diploma. Today’s excessive finish core counts might turn out to be mainstream in tomorrow’s midrange or low finish chips, and future video games might spill out of a 9900X’s CCX or a 285K’s P-Cores. But even in that case, plain cache and reminiscence latency will possible stay the most important elements holding again gaming efficiency.
With that in thoughts, I stay up for seeing what subsequent era cores will appear to be. AMD, Intel, and every other CPU maker has to optimize their cores for a large number of workloads. Games are only one workload within the combine, alongside productiveness purposes, excessive efficiency computing, and server-side code. However, I might be happy if the main focus shifted away from pushing excessive IPC instances to even greater IPC, in direction of sustaining higher efficiency in troublesome low IPC instances.
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