Could Wii developers use the 24 MB of "internal" T1-SRAM........

Discussion in 'Console Technology' started by Mobius1aic, Feb 5, 2008.

  1. Mobius1aic

    Mobius1aic Quo vadis?
    Veteran

    Joined:
    Oct 30, 2007
    Messages:
    1,649
    Likes Received:
    244
    .......instead of the embedded DRAM memory? Sure, it might be slower, but is it possible? I'm not exactly an expert on these things, but especially when considering console GPUs don't have embedded DRAM, I think it makes for an interesting case of study. I do understand that consoles are a much different environment from PCs as well, where developers have only one configuration to program for instead of a myriad of CPUs, GPUs, RAM, etc.......

    Enlighten me please
     
  2. Squeak

    Veteran

    Joined:
    Jul 13, 2002
    Messages:
    1,262
    Likes Received:
    32
    Location:
    Denmark
    I take it you mean use it for a larger framebuffer? As I understand it the "fault" is with the video scanout hardware. It simply can't cope with anything above EDTV resolutions.
    You can still chose to render the scene in fields or tiles at a higher resolution and then downsample for AA, of course.
     
    #2 Squeak, Feb 5, 2008
    Last edited by a moderator: Feb 6, 2008
  3. Flux

    Regular

    Joined:
    Nov 10, 2006
    Messages:
    313
    Likes Received:
    2
    Or just render at 480i @ 23.9fps instead of 480p to optimize ram space?
     
  4. kyleb

    Veteran

    Joined:
    Nov 21, 2002
    Messages:
    4,165
    Likes Received:
    52
    Rendering each frame as two interlaced fields doesn't save you any RAM, nor does rendering at a lower framerate.
     
  5. Mobius1aic

    Mobius1aic Quo vadis?
    Veteran

    Joined:
    Oct 30, 2007
    Messages:
    1,649
    Likes Received:
    244
    So it really never was an issue with the embedded frame buffer on the GPU? The Wii just sucks at z-buffering and rasterization?

    Well that brings me to another question, on the PS2 and GC/Wii, how was z-buffering done, as far as I know they don't have modern ROPs like modern graphics hardware does, or do they?
     
  6. Squeak

    Veteran

    Joined:
    Jul 13, 2002
    Messages:
    1,262
    Likes Received:
    32
    Location:
    Denmark
    The embedded framebuffer is an issue for anything apart from menu screens and very simple games it just wouldn't be worth it.
    Look at how little tiling is being use on the 360, a system that is supposedly designed for it...
    Splitting up the scene in tiles or having to render it multiple times would kill performance.

    And Wii and PS2 doesn't suck a z-buffering. What makes you say that?
    On the contrary having a z-buffer that's so easily manipulable makes lots of effects very cheap (z-fog, stencil volumes, selective blanking out of certain ranges etc.)
     
  7. assen

    Veteran

    Joined:
    May 21, 2003
    Messages:
    1,377
    Likes Received:
    19
    Location:
    Skirts of Vitosha
    How little? There is a significant number of titles with AA, just read the Eurogamer comparison articles or our own neverending thread.
     
  8. StefanS

    StefanS meandering Velosoph
    Veteran

    Joined:
    Apr 20, 2002
    Messages:
    3,608
    Likes Received:
    75
    Location:
    Vienna
    Let's not derail this thread, ok?
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...