I guess Im referring to programability (subsystem memory mapping?) of it. As you mentioned it is unique to the 360 but the memory controller in the X16k & X18k (which I believe differs from the X13k) and Xenos use the mentioned "ring bus". I guess Im asking if it shares similar aspects to X18k memory controller but is used in a unified Memory architecture (acts as a northbridge as you mentioned as well). I took this information from Daves article and maybe will help clarify what I'm getting at.
From Dave's article:
"MEMEXPORT expands the graphics pipeline further forward and in a general purpose and programmable way. For instance, one example of its operation could be to tessellate an object as well as to skin it by applying a shader to a vertex buffer, writing the results to memory as another vertex buffer, then using that buffer run a tessellation render, then run another vertex shader on that for skinning. MEMEXPORT could potentially be used to provide input to the tessellation unit itself by running a shader that calculates the tessellation factor by transforming the edges to screen space and then calculates the tessellation factor on each of the edges dependant on its screen space and feeds those results into the tessellation unit, resulting in a dynamic, screen space based tessellation routine. Other examples for its use could be to provide image based operations such as compositing, animating particles, or even operations that can alternate between the CPU and graphics processor."
Some recent forum posts have noted the flexability of the X18k memory controller (one mentioning gains in OGL performance through optimizations and subsystem memory mapping in the new memory controller. I was just wondering if the 360 Memexport shared some of these "subsystem memory mapping optimising ability?" feature so developers might be able to increase performance in their graphics engine or other aspect of game development. Or is this not needed due to the daughter die logic?
The thread I was referring to is: Recent Radeon X1K Memory Controller Improvements in OpenGL with AA (bah cant get the link function to work sorry
)
Forgive me I know I probably hav'nt clarified this in the best way... its late