Love_In_Rio
Veteran
And if so, what is the way it´s managed the division ? For example, to postprocessing can it be send one frame to the GDDR3 pool, the next one to XDR and son on ? Help me to clear this subject.
I doubt you'll find any dev that desperately wants to lose his/her job.And if so, what is the way it´s managed the division ? For example, to postprocessing can it be send one frame to the GDDR3 pool, the next one to XDR and son on ? Help me to clear this subject.
I was think the question : is there any devs using XDRAM for textures?
The RSX can render pixels to anywhere in system memory.
The RSX can render pixels to anywhere in system memory.
Twice the bandwidth at a lower cost, and lower latency from the XDR. Two pools of GDDR would net you the same problems as you'd still have to go through another chips memory interface to access its pool of RAM, and the Cell would be paired with slower memory.What was the benefit of going with a split pool, again? Or, more specifically, XDR?
If for some reason you're mem bandwidth limited while using only one bus you try to remove your bottleneck reading and/or writing data using multiple buses, it's just as simple as that.What was the benefit of going with a split pool, again? Or, more specifically, XDR?
What was the benefit of going with a split pool, again? Or, more specifically, XDR?
It seems like everything related to the memory system is a way of getting around it, to the point where I wonder why they didn't go with a UMA or, if they wanted to keep two buses, two pools of GDDR3.
If for some reason you're mem bandwidth limited while using only one bus you try to remove your bottleneck reading and/or writing data using multiple buses, it's just as simple as that.
Because in the beginning it was thought to be used 256 Mb of RAM. Rambus memory was signed many years before finishing the PS3 desing, when the A plan was to use two cells and no PC style GPU. After that in the last moments it was decided to use RSX and add more memory ( only because of Microsoft decission in increasing mem ? ). XDR is very expensive, so adding other 256 mb of this kind of memory was prohibitive, as well as RSX being better suited to conventional PC-GPU memory types ( the bridge between RSX and XDR was one of the last things to be designed in PS3 ).
Nope, there has to my knowledge NEVER been a 2 cell design PS3...
I think it was 6 mb/s writing, and about 60 mb/s (Still slow) reading directly between CELL and the GDDR3 ram.
Because in the beginning it was thought to be used 256 Mb of RAM. Rambus memory was signed many years before finishing the PS3 desing, when the A plan was to use two cells and no PC style GPU. After that in the last moments it was decided to use RSX and add more memory ( only because of Microsoft decission in increasing mem ? ). XDR is very expensive, so adding other 256 mb of this kind of memory was prohibitive, as well as RSX being better suited to conventional PC-GPU memory types ( the bridge between RSX and XDR was one of the last things to be designed in PS3 ).
Jen-Hsun Huang, NVIDIA’s CEO and President said the two companies has worked closely “over the past two years†on the “next-generation computer entertainment systemâ€.