Why is it not allowed to have a faster connection? As long as game validation/testing takes place on older 360's, I don't see a problem. So what if some games tore less/dropped fewer frames on the slim...it'd be a nice incentive to upgrade if you think about it.
Did you miss the part where I said "as long as validation/testing is on older 360s"? If the game won't run well on the older 360's, MS won't allow it, plain and simple.My guess is that they are trying to avoid fragmentation of the platform. If you allow performance difference between SKU's it is likely that some developers would choose to make use of the extra performance which would make other SKU's look bad.
Is that still true? Back in the days of simpler hardware, simpler software, it was, but developing to that low a level now would be very costly and time consuming and only possible with a sophisticated in-house engine I'd have thought. There's enough optimsiation to be done with job balancing and managing workloads and datastructures and whatnot, that I wouldn't think poking around with clock timings would even be considered!It's not just fragmentation of the platform folks or making the older 360 "look bad", some games can depend on hardware timing tricks to eek out the performance.
I haven't had a 360 for a couple of years now. I had borrowed a friend's back in 2007 (he went to China for a year) and the drive made me crazy. It's cool to hear that you can run games off the HDD finally. Maybe one day I'll grab a 360 again (probably when they've been forgotten lol).where you been, you CAN install 99% of games directly to the hdd which completely shuts off the dvd drive and the new consoles have 250GB of storage which is enough for 30+ installed games
Double/triple the L2 cache amount, throw on a few more PowerPC cores and bump up the eDRAM so that its big enough to accommodate a full 1080p or 720w/2xmssaa framebuffer (~14MB, right?) and feed it with 1GB of high endGDDR5 instead of 512MB of low end GDDR3 and you've got yourself a very tasty little next generation console. It should decimate the 360's performance.
Exactly, especially with Microsoft and their insistence on DX9 instead of a lower level. I don't think even with PS3 they don't go any lower than assembly level.Is that still true? Back in the days of simpler hardware, simpler software, it was, but developing to that low a level now would be very costly and time consuming and only possible with a sophisticated in-house engine I'd have thought. There's enough optimsiation to be done with job balancing and managing workloads and datastructures and whatnot, that I wouldn't think poking around with clock timings would even be considered!
Doesn't sound very tasty to me, more like a nightmare Gamecube to Wii type of a situation. You are basically descriping X360 X2... with what 7-8 years between the consoles, that's pitiful. If it launches in 2012-13 it better have 3-4GB of ram and 8-10x the transistor budget of X360.
Vejle... i know that place.. nothing there reminds me of cool running CPU´s
The 360 permits much lower-level development than "DX9" as we know it on the PC.Exactly, especially with Microsoft and their insistence on DX9 instead of a lower level. I don't think even with PS3 they don't go any lower than assembly level.
I am doubtful if it is possible to go any lower level than assembly.I don't think even with PS3 they don't go any lower than assembly level.
I'm talking about a 2011 launch for the successor to the Wii, not the next 360 in 2013. Expecting 4GB of RAM and 10x the 360's transistor count is a complete pipedream. Delivering ~3x performance of the current generation consoles 2 years before they release a successor, which are also bound to be scaled back compared to this generation, die sizes will go down next generation, not up. The amount of cash Sony has bled and the success of the Wii has guaranteed that.
There was never any such insistence from Microsoft. Even on XBox1, direct hw access was not limited, only GPU documentation was (because of NVidia, not MS).corduroygt said:Exactly, especially with Microsoft and their insistence on DX9 instead of a lower level.
There's machine code - which usually boils down to writting DMA chains and direct register access code (both of which is at least somewhat accessible on PS3).rpg.314 said:I am doubtful if it is possible to go any lower level than assembly
I was thinking a simple priority split for individual buffers could provide some benefit even when oversubscribing eDRAM. Say you have enough eDRAM to keep a forward renderer with 2xAA happy. Adding MRTs you keep your MSAA Z-buffer and one RGBA in eDRAM but spill the rest to UMA memory. At 4xAA all but the Z-buffer goes out to memory. Something like that.In an age of deferred renderers, you're going to need a whole lot more for all the MRTs if you want to "solve" the tiling issue.
There was never any such insistence from Microsoft. Even on XBox1, direct hw access was not limited, only GPU documentation was (because of NVidia, not MS).
Is this a new thing, because EG reports from 2009 (that kagemaru linked) say that MS won't certify a game that goes outside the DX apis?The 360 permits much lower-level development than "DX9" as we know it on the PC.
Is this a new thing, because EG reports from 2009 (that kagemaru linked) say that MS won't certify a game that goes outside the DX apis?