Of course if you don't have enough bandwidth to address of RAM in a frame, one imaginative use that you could put the spare RAM to is storing video of your session that you could rewind, upload etc..
We probably need not worry about if the system reservation for this video is large because...
8GB RAM
176 GB/s bandwidth
= 5.8gb/s maximum addressable RAM at 30fps, 2.9gb/s addressable at 60fps (not that you’ll ever get anywhere near 100% bandwidth utilisation)
4GB of DDR5 would probably have done, the rest will have to be some sort of cache for the HDD
I think people's initial experience with the 360 CPU + PS3 PPE was that the in-orderness really hurt. On 360 however this has been replaced with the problem that if you use all the cores then it gets really easy to saturate the data cache so it's data fetch that's the problem rather than the...
Lossless data decompression will always perform much better on cores with OOE due to the nature of the task, anything which has lots of if/then/else in it will perform an awful lot better
We've spent a lot of time in the PS3/360 generation working out how to write things without branches
It's certainly true that 90% of the codebase in a typical game will benefit to a greater or lesser extent from OOE. The areas of the code which we've optimised for in order execution, SIMD etc.. are the areas however were the CPU spends the majority of it's time rendering, physics, animation...
Hi,
I've got off my lurkers stool again as this thread seems to be missing what IMO (as a console developer) is the real point about CPU performance going forward. Yes we got stung a little bit with current consoles having no out of order execution, LHS stalls etc.. but now we've optimised and...
I think 'power' is a poor term, hardware utilisation would be a better term.
No games could possibly hope to achieve 100% utilisation, ever, fact. There will always be occasions when the CPU is waiting on memory, memory is loaded into the cache which isn't used wasting bandwidth, SIMD units are...
The PS2 GPU was a fillrate monster, I had far more fill rate that you could effectively utilise for mesh rendering which meant that you bottlenecked on vertex processing.
The lack of VRAM but huge buckets of fillrate made stencil shadows attractive over shadow maps + we could have quite a lot...
I agree that the next consoles incorporating what is right now a cutting edge PC graphics card is unlikely, too many problems, cost, power, heat. I also agree that you can get so much more out of a console GPU because it is a fixed and known quantity and graphics API's are very thin.
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