Except addressable eDram can be useful for a heck of a lot more then just post-processing.Mintmaster said:As I said before, if the texture cache is working properly then bandwidth might not even be a problem for post-processing, especially with these long shaders that nAo and Fran are talking about. I can understand why XB360 didn't go the PS2 route.
PS2 was just the tip of the iceberg (since it was limited to storing only textures in it) - which is why I mentioned PSP as 'ideal' config.
And Xenos flexibility could take that to a whole new level (with memxport it would become a localstore of sorts) - you could dynamically generate any data from textures, geometry to display lists, inside the GPU, without even touching external mem. Not to mention being able to run non-graphic processes in GPU with almost no external memory references.
Indeed, there's that saying "any optimization you write is not an optimization until you profiled it to show it really works".Fran said:Indeed so. We programmers are historically very bad at guessing bottlenecks in what we write without actually profiling it
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