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#13001 | |
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penguins
Join Date: Feb 2004
Posts: 13,979
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Quote:
(GDDR5 mixed in would make it rather bizarre or highly unlikely)
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#13002 | |
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Member
Join Date: Aug 2011
Posts: 501
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#13003 |
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penguins
Join Date: Feb 2004
Posts: 13,979
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Well, when I mention the configuration possibilities, I mean the actual number of chips because there are implications to the bus size as the latter needs to be identical between retail and devkit for obvious reasons i.e. the processors.
not-enough-sleep stuff
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Last edited by AlStrong; 29-Jun-2012 at 07:54. |
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#13004 |
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yes, i'm drunk
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I just can't believe they would go separate pools after all the praise xb360's unified pool got, even though it would limit the possible max amount of memory quite a bit lower
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I'm nothing but a shattered soul... Been ravaged by the chaotic beauty... Ruined by the unreal temptations... I was betrayed by my own beliefs... |
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#13005 | |
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Member
Join Date: Jun 2012
Posts: 129
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First post: "I would only say right now I´m (shock icon)" |
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#13006 |
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Senior Member
Join Date: Jun 2005
Location: California, USA
Posts: 272
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From a developer standpoint the most desirable configuration is to have unified single pool of memory (and tons of it). Nothing beats that.
If there are special high-performance "scratch pad" memories, those are desirable as well, but it's best if they work as automatic caches. |
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#13007 | |
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Member
Join Date: Aug 2011
Posts: 501
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#13008 | |
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Senior Member
Join Date: Jun 2003
Posts: 2,570
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Aaron Spink speaking for myself inc. |
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#13009 | |
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Member
Join Date: Mar 2010
Posts: 672
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Did he say anything about the 8GB of Ram before that post? |
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#13010 | |
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Senior Member
Join Date: Jun 2003
Posts: 2,570
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Quote:
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Aaron Spink speaking for myself inc. |
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#13011 |
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penguins
Join Date: Feb 2004
Posts: 13,979
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True.
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#13012 | |
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Member
Join Date: Aug 2011
Posts: 501
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#13013 |
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Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,597
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Just a question: supposing that next gen not only improves graphics, but also introduces complex physics.
Doesn't game physics benefit from lots of memory? Independent of the access rate of the memory? Because you need, say, save the actual and former state of your physical system, and mathematical operators (e.g. matrices) to perform the physics computations?
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I bid farewell with a rebel yell... |
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#13014 | |
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Member
Join Date: Apr 2007
Location: Australia
Posts: 644
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each frame has a critical path, that is all the stuff that must be completed in a time sensitive manner that is a dependency for the next bit of the critical path. *Real physics* fall into that bucket. therefore logic dictates that you need to be able to access this physics data quickly otherwise your going to be wasting valuable compute time waiting for memory access. if your data set can stay/fit in a cache then your set, if your doing particles and all that other crap that doesn't have any other time critical dependencies then your probably going ot be fine as well. but i would think access latency would be very important, i wonder how good predictors are at complex physics...... |
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#13015 | |
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Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,597
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I am just asking. I am not familiar with how advanced the mathematical methods used for gamephysics are this gen? But I certainly hope and expect that game physics evole next gen, which obviously should lead to more complex math/physics models and higher demand in amount of memory.
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I bid farewell with a rebel yell... |
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#13016 | |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,879
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#13017 | |
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Member
Join Date: Nov 2007
Posts: 937
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More memory allows you to have more static objects (or sleeping physics objects) and bigger environments with stored physics state. Static/sleeping objects are not accessed every frame, so they do not always consume bandwidth. You basically only need to access a static object's physics state (collision mesh for example) when some other object hits it (or is near enough to cause a potential hit). For example Skyrim's world is mostly static (most objects are static), but the game world is large and it remembers it's state. For a scenario like this, huge amount of slow memory might be preferable. But for a FPS game with lots of active physics (bridges falling apart around you, buildings collapsing, hundreds of shells and grenades flying around) more memory bandwidth is of course better for physics than more memory. It allows game to have more dynamic objects flying around (without slowing the game frame rate down). |
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#13018 |
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Apsley, U.K.
Posts: 2,725
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Just a quick note to say that when it comes to memory you can now consider our systems to be the same as old mainframe using tapes.
Although everything is faster, the difference in speed between RAM and CPU cache makes algorithms designed for those systems relevant again.
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So many things to do, and yet so little time to spend... |
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#13019 | |
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Senior Member
Join Date: Mar 2010
Posts: 1,270
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1.1-1.5 sounded weak, but manageable. Exactly 1 TFLOPS sounds like joke (but than again 1 TFLOP DP sounds like one too). |
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#13020 | |
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Member
Join Date: Nov 2007
Posts: 937
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Here's a good classic white paper (made by Sony R&D in 2009): http://harmful.cat-v.org/software/OO...ng_GCAP_09.pdf Slides 17 and 18 are especially notable. RAM latency in cycles is now 400x more than in 1980 (comparison between PS3 and probably the first x86 PCs). Same is true for memory bandwidth relative to CPU ALU performance. And the gap is widening all the time. Memory performance is now the most important thing when you are designing efficient algorithms, both for CPU and GPU (both are memory starved now, and both will be even more in the future). |
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#13021 | |
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Senior Member
Join Date: Jun 2006
Location: London
Posts: 1,551
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I'd imagine if any technologies are going to radically improve memory latencies to and from RAM it will be these. |
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#13022 |
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Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,597
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Thanks a lot sebbi for answering my question!
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I bid farewell with a rebel yell... |
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#13023 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,984
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I see the best use of huge amounts of RAM for user deformable/adjustable levels. You'd have enough space to record lots of structural change, meaning bodies that stay around, walls that get destroyed, all persistant.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#13024 | |
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Naughty Boy!
Join Date: May 2012
Posts: 200
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10 if body is > 100m away goto 20 20 round body orientation to 1 of 32 directions (example) goto 30 30 round body location to 1mm2 goto 40 40 set body damage to one of the presets 50 goto 10 of course the body interacts with the environment, but the physics only get calculated 1 time, unless there is interaction going on. so yeah you save on both memory and cpu time. They could have 'next gen' right now with 200MB of ram
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"If we look at this objectively, then color is definitely scientifically better." |
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#13025 | |
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B3D Shockwave Rider
Join Date: Feb 2002
Posts: 1,800
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My understanding about the GE technology is the bulk of it is very similar to Blu-Ray. It's is the material of the disc that allows the volume of the disc to be utilized. GE is trying to leverage the infrastructure of Blu-Ray with its design...at least what I conclude from the information I've read.
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When God plays an online shooter he plays Shadowrun. He buys resurrection first round and selects Dwarf. www.shadowrunshow.com |
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