skilzygw said:I saw someone posted this in another post. 10mb EDRAM can't even fit ONE 1080p frame, without tiling.
I was wondering if this same problem existed with 1080i?
Thanks.
weaksauce said:can somebody explain how tile rendering works? They don't get a performance lost or anything at all? How much can they fit with tile?
ERP said:If you were writing a 1080i game on either X360 or PS3 it is EXTREMLY likely that you would choose to render a full 1920x1080 framebuffer, if you render a half heght buffer you would have to be able to guarantee a constant 60fps, and frankly I think that would be difficult on either platform at that resolution.
skilzygw said:I saw someone posted this in another post. 10mb EDRAM can't even fit ONE 1080p frame, without tiling.
I was wondering if this same problem existed with 1080i?
Thanks.
More likely than not, developers won't render anything at 1080i aside from maybe a few games with very simple graphics where they figure they might as well just tile 1920x1080 since the 360 would have the power to spare.scooby_dooby said:So more likely than not, 1080i games will have 2xAA, and 720p games will have 4xAA?
kyleb said:More likely than not, developers won't render anything at 1080i aside from maybe a few games with very simple graphics where they figure they might as well just tile 1920x1080 since the 360 would have the power to spare.
scooby_dooby said:I already have 3 out of 7 of my games that render at 1080i. COD2 for example clearly labelled on the back of the box as 720/1080i, while most games are simply labelled 720p.
kyleb said:More likely than not, developers won't render anything at 1080i aside from maybe a few games with very simple graphics where they figure they might as well just tile 1920x1080 since the 360 would have the power to spare.
Bohdy said:What makes you think that this means that it is rendering at 1080x? I really doubt that any games are rendering at anything higher than 720p right now, and personally would ignore that as simply a more explicit way of saying "supports scaling to 1080i duh". Unless I see some actual evidence to the contrary, that is.
CoD2 renders exactly the same whether the 360 is set to output 720p or 1080i, which makes it a good example of how the stuff on the back of the box is often missleading.scooby_dooby said:I already have 3 out of 7 of my games that render at 1080i. COD2 for example clearly labelled on the back of the box as 720/1080i, while most games are simply labelled 720p.
I see what you are saying but isn't it a requirment to have the Z-buffer with the pixel depth? Why was it excluded from the equation?Sethamin said:Technically speaking, 10 MB is more than enough to hold a 1920x1080 backbuffer:
10 MB = 10 * 1024 * 1024 = 10,485,760 bytes
1920 x 1080 x 16 bpp = 4,147,200 bytes
1920 x 1080 x 32 bpp = 8,294,400 bytes
With 16 bpp you could do a YUV backbuffer, or with 32 bpp you could do ARGB with 8/8/8/8/ or 10/10/10/2. But of course, that excludes any AA, stencil, or Z-buffer. Add in any of those and you probably don't have enough room.
But it doesn't really matter. Nobody is going to use a 1920x1080 backbuffer, on PS3 or 360. The bandwidth requirements are simply too high when evaluated against the tradeoffs in graphical returns. A 720p backbuffer scaled to 1080p is going to look almost as good.
Also, while technically 1080i only displays every other line each frame, in reality you'd still need a full 1920x1080 backbuffer.